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author | Juan Linietsky <reduzio@gmail.com> | 2022-06-20 16:12:08 +0200 |
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committer | GitHub <noreply@github.com> | 2022-06-20 16:12:08 +0200 |
commit | 9719243eadb671df7d5b41177ab263fd7089f97a (patch) | |
tree | 05a3198c8d4c446220c9981e59408482fba39e2f /doc/classes/ProjectSettings.xml | |
parent | b4804a2d3fe0989b236aaac6c809fe86f18a7139 (diff) | |
parent | 15837ec191f71c71ef52ebd1a5e723d927254af9 (diff) |
Merge pull request #62245 from godotengine/revert-62023-detect-3d-small-textures-no-vram-compress
Revert "Disable VRAM compression by default for small textures in Detect 3D"
Diffstat (limited to 'doc/classes/ProjectSettings.xml')
-rw-r--r-- | doc/classes/ProjectSettings.xml | 5 |
1 files changed, 0 insertions, 5 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 2c28a297cf..6fd3f9f9fc 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1933,11 +1933,6 @@ 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 (see [member application/config/use_hidden_project_data_directory]). </member> - <member name="rendering/textures/vram_compression/minimum_size" type="int" setter="" getter="" default="512"> - When a texture is detected as used in 3D in the editor, only enable VRAM compression if its size is greater than or equal to [code]minimum_size * minimum_size[/code] pixels. This is done to prevent reducing texture quality when it doesn't save much video memory, especially for pixel art. - For non-square textures, the pixel count is used. For example, with [member rendering/textures/vram_compression/minimum_size] set to [code]512[/code], a 512×512 texture will use VRAM compression, while 256×256 textures, 256×512 and 1024×64 textures will keep their existing compression mode (Lossless by default). - [b]Note:[/b] This project setting only affects textures that are detected to be used in 3D at a given time. Textures that were already imported will not be affected by changes to this setting. To force 3D detection to occur again, select a texture in the FileSystem dock, change its Detect 3D import option in the Import dock to [b]VRAM Compressed[/b] or [b]Basis Universal[/b] then click [b]Reimport[/b]. - </member> <member name="rendering/vulkan/descriptor_pools/max_descriptors_per_pool" type="int" setter="" getter="" default="64"> </member> <member name="rendering/vulkan/rendering/back_end" type="int" setter="" getter="" default="0"> |