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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2021-06-11 23:35:12 +0200 |
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committer | GitHub <noreply@github.com> | 2021-06-11 23:35:12 +0200 |
commit | ab29e3af536273c2c88baa311635cd337d585915 (patch) | |
tree | 39e2dd27ec30dac7278245c28de4aacb7c5c415f | |
parent | 530e069bc3efef4de535a1973aa016698ffbe334 (diff) | |
parent | de39223503a9ce6e6093836408a890b17f805862 (diff) |
Merge pull request #49515 from Calinou/doc-projectsettings-vram-compression-change
Document applying VRAM compression setting changes retroactively
-rw-r--r-- | doc/classes/ProjectSettings.xml | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 0591fa25f7..bf8bad3bbd 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1582,18 +1582,23 @@ </member> <member name="rendering/textures/vram_compression/import_bptc" type="bool" setter="" getter="" default="false"> If [code]true[/code], the texture importer will import VRAM-compressed textures using the BPTC algorithm. This texture compression algorithm is only supported on desktop platforms, and only when using the Vulkan renderer. + [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. </member> <member name="rendering/textures/vram_compression/import_etc" type="bool" setter="" getter="" default="false"> If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression algorithm. This algorithm doesn't support alpha channels in textures. + [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. </member> <member name="rendering/textures/vram_compression/import_etc2" type="bool" setter="" getter="" default="true"> If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm. This texture compression algorithm is only supported when using the Vulkan renderer. + [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. </member> <member name="rendering/textures/vram_compression/import_pvrtc" type="bool" setter="" getter="" default="false"> If [code]true[/code], the texture importer will import VRAM-compressed textures using the PowerVR Texture Compression algorithm. This texture compression algorithm is only supported on iOS. + [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. </member> <member name="rendering/textures/vram_compression/import_s3tc" type="bool" setter="" getter="" default="true"> If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm. This algorithm is only supported on 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. </member> <member name="rendering/vulkan/descriptor_pools/max_descriptors_per_pool" type="int" setter="" getter="" default="64"> </member> |