Refactor high quality texture import
* Only two texture import modes for low/high quality now: * S3TC/BPTC * ETC2/ASTC * Makes sense given this is the general preferred and most compatible combination in most platforms. * Removed lossy_quality from VRAM texture compression options. It was unused everywhere. * Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA). * Changed MacOS export settings so required texture formats depend on the architecture selected. This solves the following problems: * Makes it simpler to import textures as high quality, without having to worry about the specific format used. * As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
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30 changed files with 457 additions and 265 deletions
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@ -290,6 +290,14 @@ public:
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virtual Vector<String> get_granted_permissions() const { return Vector<String>(); }
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virtual void process_and_drop_events() {}
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enum PreferredTextureFormat {
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PREFERRED_TEXTURE_FORMAT_S3TC_BPTC,
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PREFERRED_TEXTURE_FORMAT_ETC2_ASTC
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};
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virtual PreferredTextureFormat get_preferred_texture_format() const;
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OS();
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virtual ~OS();
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};
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