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Set both texture format overrides to false by default #78147

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Jun 12, 2023
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4 changes: 3 additions & 1 deletion doc/classes/ProjectSettings.xml
Original file line number Diff line number Diff line change
Expand Up @@ -2613,10 +2613,12 @@
</member>
<member name="rendering/textures/vram_compression/import_etc2_astc" type="bool" setter="" getter="" default="false">
If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm for lower quality textures and normal maps and Adaptable Scalable Texture Compression algorithm for high quality textures (in 4x4 block size).
[b]Note:[/b] This setting is an override. The texture importer will always import the format the host platform needs, even if this is set to [code]false[/code].
[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
</member>
<member name="rendering/textures/vram_compression/import_s3tc_bptc" type="bool" setter="" getter="" default="true">
<member name="rendering/textures/vram_compression/import_s3tc_bptc" type="bool" setter="" getter="" default="false">
If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm (DXT1-5) for lower quality textures and the BPTC algorithm (BC6H and BC7) for high quality textures. This algorithm is only supported on PC desktop platforms and consoles.
[b]Note:[/b] This setting is an override. The texture importer will always import the format the host platform needs, even if this is set to [code]false[/code].
[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
</member>
<member name="rendering/textures/webp_compression/compression_method" type="int" setter="" getter="" default="2">
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5 changes: 4 additions & 1 deletion servers/rendering_server.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2870,7 +2870,10 @@ TypedArray<StringName> RenderingServer::_global_shader_parameter_get_list() cons
}

void RenderingServer::init() {
GLOBAL_DEF_RST("rendering/textures/vram_compression/import_s3tc_bptc", true);
// These are overrides, even if they are false Godot will still
// import the texture formats that the host platform needs.
// See `const bool can_s3tc_bptc` in the resource importer.
GLOBAL_DEF_RST("rendering/textures/vram_compression/import_s3tc_bptc", false);
GLOBAL_DEF_RST("rendering/textures/vram_compression/import_etc2_astc", false);

GLOBAL_DEF("rendering/textures/lossless_compression/force_png", false);
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