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authorJuan Linietsky <reduzio@gmail.com>2023-01-25 12:17:11 +0100
committerJuan Linietsky <reduzio@gmail.com>2023-01-30 15:53:23 +0100
commit28f51ba547722d1283882ec5dee9bcab070bc33e (patch)
tree81a2ef0bc8aa468876bf5edb65df16e2fcc9f4ee /platform/windows
parent17a85973559fae0cd2c33d13c4b53f16cf7419ba (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/windows')
-rw-r--r--platform/windows/display_server_windows.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/platform/windows/display_server_windows.cpp b/platform/windows/display_server_windows.cpp
index 89a7114583..ebd0733c55 100644
--- a/platform/windows/display_server_windows.cpp
+++ b/platform/windows/display_server_windows.cpp
@@ -1626,7 +1626,7 @@ Vector2i DisplayServerWindows::ime_get_selection() const {
ImmGetCompositionStringW(wd.im_himc, GCS_COMPSTR, string, length);
int32_t utf32_cursor = 0;
- for (int32_t i = 0; i < length / sizeof(wchar_t); i++) {
+ for (int32_t i = 0; i < length / int32_t(sizeof(wchar_t)); i++) {
if ((string[i] & 0xfffffc00) == 0xd800) {
i++;
}