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author | Rémi Verschelde <rverschelde@gmail.com> | 2023-02-16 18:34:44 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2023-02-16 18:34:44 +0100 |
commit | 2d845ee3d1714e6d9787a061c1dc7eaba9ad4c96 (patch) | |
tree | 1089ab93a306b2e7bf7180556f3cd1348d872b6f | |
parent | 25da47edd6c6b784790dede6033d02f0caa1f800 (diff) | |
parent | 041f559da14f74b76c7078afeb03a014610b3138 (diff) |
Merge pull request #73437 from bruvzg/docs_ignore_import_v
Exclude platform dependent `rendering/textures/vram_compression/import_*` default values from documentation.
-rw-r--r-- | doc/classes/ProjectSettings.xml | 4 | ||||
-rw-r--r-- | servers/rendering_server.cpp | 4 |
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); |