diff options
author | reduz <reduzio@gmail.com> | 2022-03-24 18:18:55 +0100 |
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committer | reduz <reduzio@gmail.com> | 2022-03-30 10:39:41 +0200 |
commit | 45f74ceb853a2986acbdb44f7b36b409b4e0cea5 (patch) | |
tree | 4390fbbe5abad6ec67bbc152fbc93dc4a3c7189c /editor | |
parent | f6ef63635f92c0a8c9c637c488f0ec129217fade (diff) |
Add PortableCompressedTexture
* Resource that allows saving textures embedded in scenes or standalone.
* Supports only formats that are portable: Lossy, Lossles or BasisUniversal
This is something I wanted to add for a long time. I made it now because @fire
requires it for importing GLTF2 files with embedded textures, but also this
will allow saving Godot scenes as standalone binary files that will run
in all platforms (because textures will load everywhere).
This is ideal when you want to distribute individual standalone assets online
in games that can be built from Godot scenes.
Diffstat (limited to 'editor')
-rw-r--r-- | editor/editor_node.cpp | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp index bcdd54edd4..3249477d97 100644 --- a/editor/editor_node.cpp +++ b/editor/editor_node.cpp @@ -5852,6 +5852,7 @@ EditorNode::EditorNode() { EditorPropertyNameProcessor *epnp = memnew(EditorPropertyNameProcessor); add_child(epnp); + PortableCompressedTexture2D::set_keep_all_compressed_buffers(true); Input::get_singleton()->set_use_accumulated_input(true); Resource::_get_local_scene_func = _resource_get_edited_scene; |