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authorbruvzg <7645683+bruvzg@users.noreply.github.com>2023-02-16 15:48:09 +0200
committerbruvzg <7645683+bruvzg@users.noreply.github.com>2023-02-16 15:48:09 +0200
commit041f559da14f74b76c7078afeb03a014610b3138 (patch)
treea90c9aaac56c7bdc131be4e10366a24a67444c7a
parent953383328af17e8c9fd6359285c12617cb22f636 (diff)
Exclude platform dependent `rendering/textures/vram_compression/import_*` default values from documentation.
-rw-r--r--doc/classes/ProjectSettings.xml4
-rw-r--r--servers/rendering_server.cpp4
2 files changed, 4 insertions, 4 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index dcc4248682..3177780a26 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -2334,11 +2334,11 @@
<member name="rendering/textures/lossless_compression/force_png" type="bool" setter="" getter="" default="false">
If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP.
</member>
- <member name="rendering/textures/vram_compression/import_etc2_astc" type="bool" setter="" getter="" default="false">
+ <member name="rendering/textures/vram_compression/import_etc2_astc" type="bool" setter="" getter="">
If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm for lower quality textures and normalmaps and Adaptable Scalable Texture Compression algorithm for high quality textures (in 4x4 block size).
[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="">
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 the BPTC algorithm (BC6H and BC7) for high quality textures. This algorithm is only supported on PC desktop platforms and consoles.
[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>
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index 6e63f2ed9b..3d0443b494 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -2856,8 +2856,8 @@ RenderingServer::RenderingServer() {
}
void RenderingServer::init() {
- GLOBAL_DEF_RST_BASIC("rendering/textures/vram_compression/import_s3tc_bptc", OS::get_singleton()->get_preferred_texture_format() == OS::PREFERRED_TEXTURE_FORMAT_S3TC_BPTC);
- GLOBAL_DEF_RST_BASIC("rendering/textures/vram_compression/import_etc2_astc", OS::get_singleton()->get_preferred_texture_format() == OS::PREFERRED_TEXTURE_FORMAT_ETC2_ASTC);
+ GLOBAL_DEF_RST_NOVAL_BASIC("rendering/textures/vram_compression/import_s3tc_bptc", OS::get_singleton()->get_preferred_texture_format() == OS::PREFERRED_TEXTURE_FORMAT_S3TC_BPTC);
+ GLOBAL_DEF_RST_NOVAL_BASIC("rendering/textures/vram_compression/import_etc2_astc", OS::get_singleton()->get_preferred_texture_format() == OS::PREFERRED_TEXTURE_FORMAT_ETC2_ASTC);
GLOBAL_DEF("rendering/textures/lossless_compression/force_png", false);