diff options
author | Juan Linietsky <reduzio@gmail.com> | 2023-01-25 12:17:11 +0100 |
---|---|---|
committer | Juan Linietsky <reduzio@gmail.com> | 2023-01-30 15:53:23 +0100 |
commit | 28f51ba547722d1283882ec5dee9bcab070bc33e (patch) | |
tree | 81a2ef0bc8aa468876bf5edb65df16e2fcc9f4ee /platform/ios | |
parent | 17a85973559fae0cd2c33d13c4b53f16cf7419ba (diff) |
Refactor high quality texture import
* Only two texture import modes for low/high quality now:
* S3TC/BPTC
* ETC2/ASTC
* Makes sense given this is the general preferred and most compatible combination in most platforms.
* Removed lossy_quality from VRAM texture compression options. It was unused everywhere.
* Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA).
* Changed MacOS export settings so required texture formats depend on the architecture selected.
This solves the following problems:
* Makes it simpler to import textures as high quality, without having to worry about the specific format used.
* As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
Diffstat (limited to 'platform/ios')
-rw-r--r-- | platform/ios/export/export_plugin.cpp | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/platform/ios/export/export_plugin.cpp b/platform/ios/export/export_plugin.cpp index 87b599bc81..c6f7ec09b1 100644 --- a/platform/ios/export/export_plugin.cpp +++ b/platform/ios/export/export_plugin.cpp @@ -43,6 +43,7 @@ void EditorExportPlatformIOS::get_preset_features(const Ref<EditorExportPreset> &p_preset, List<String> *r_features) const { // Vulkan and OpenGL ES 3.0 both mandate ETC2 support. r_features->push_back("etc2"); + r_features->push_back("astc"); Vector<String> architectures = _get_preset_architectures(p_preset); for (int i = 0; i < architectures.size(); ++i) { |