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-rw-r--r--doc/classes/CompressedCubemap.xml3
-rw-r--r--doc/classes/CompressedCubemapArray.xml3
-rw-r--r--doc/classes/CompressedTexture2D.xml3
-rw-r--r--doc/classes/CompressedTexture2DArray.xml3
-rw-r--r--doc/classes/CompressedTextureLayered.xml8
-rw-r--r--doc/classes/TextureLayered.xml2
6 files changed, 10 insertions, 12 deletions
diff --git a/doc/classes/CompressedCubemap.xml b/doc/classes/CompressedCubemap.xml
index 10ee266897..2dda81062b 100644
--- a/doc/classes/CompressedCubemap.xml
+++ b/doc/classes/CompressedCubemap.xml
@@ -5,10 +5,11 @@
</brief_description>
<description>
A cubemap that is loaded from a [code].ccube[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemap] can use one of 4 compresson methods:
- - Uncompressed (uncompressed on the GPU)
- Lossless (WebP or PNG, uncompressed on the GPU)
- Lossy (WebP, uncompressed on the GPU)
- VRAM Compressed (compressed on the GPU)
+ - VRAM Uncompressed (uncompressed on the GPU)
+ - Basis Universal (compressed on the GPU. Lower file sizes than VRAM Compressed, but slower to compress and lower quality than VRAM Compressed)
Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
See [Cubemap] for a general description of cubemaps.
diff --git a/doc/classes/CompressedCubemapArray.xml b/doc/classes/CompressedCubemapArray.xml
index 4221241910..0694c27291 100644
--- a/doc/classes/CompressedCubemapArray.xml
+++ b/doc/classes/CompressedCubemapArray.xml
@@ -5,10 +5,11 @@
</brief_description>
<description>
A cubemap array that is loaded from a [code].ccubearray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemapArray] can use one of 4 compresson methods:
- - Uncompressed (uncompressed on the GPU)
- Lossless (WebP or PNG, uncompressed on the GPU)
- Lossy (WebP, uncompressed on the GPU)
- VRAM Compressed (compressed on the GPU)
+ - VRAM Uncompressed (uncompressed on the GPU)
+ - Basis Universal (compressed on the GPU. Lower file sizes than VRAM Compressed, but slower to compress and lower quality than VRAM Compressed)
Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
See [CubemapArray] for a general description of cubemap arrays.
diff --git a/doc/classes/CompressedTexture2D.xml b/doc/classes/CompressedTexture2D.xml
index 660062af7b..cb7443fdb3 100644
--- a/doc/classes/CompressedTexture2D.xml
+++ b/doc/classes/CompressedTexture2D.xml
@@ -5,10 +5,11 @@
</brief_description>
<description>
A texture that is loaded from a [code].ctex[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2D] can use one of 4 compression methods (including a lack of any compression):
- - Uncompressed (uncompressed on the GPU)
- Lossless (WebP or PNG, uncompressed on the GPU)
- Lossy (WebP, uncompressed on the GPU)
- VRAM Compressed (compressed on the GPU)
+ - VRAM Uncompressed (uncompressed on the GPU)
+ - Basis Universal (compressed on the GPU. Lower file sizes than VRAM Compressed, but slower to compress and lower quality than VRAM Compressed)
Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
</description>
diff --git a/doc/classes/CompressedTexture2DArray.xml b/doc/classes/CompressedTexture2DArray.xml
index 0bd894a2da..4bc0406535 100644
--- a/doc/classes/CompressedTexture2DArray.xml
+++ b/doc/classes/CompressedTexture2DArray.xml
@@ -5,10 +5,11 @@
</brief_description>
<description>
A texture array that is loaded from a [code].ctexarray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2DArray] can use one of 4 compresson methods:
- - Uncompressed (uncompressed on the GPU)
- Lossless (WebP or PNG, uncompressed on the GPU)
- Lossy (WebP, uncompressed on the GPU)
- VRAM Compressed (compressed on the GPU)
+ - VRAM Uncompressed (uncompressed on the GPU)
+ - Basis Universal (compressed on the GPU. Lower file sizes than VRAM Compressed, but slower to compress and lower quality than VRAM Compressed)
Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
See [Texture2DArray] for a general description of texture arrays.
diff --git a/doc/classes/CompressedTextureLayered.xml b/doc/classes/CompressedTextureLayered.xml
index 376483ae5c..d9772d41eb 100644
--- a/doc/classes/CompressedTextureLayered.xml
+++ b/doc/classes/CompressedTextureLayered.xml
@@ -4,13 +4,7 @@
Base class for texture arrays that can optionally be compressed.
</brief_description>
<description>
- A texture array that is loaded from a [code].ctexarray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2D] can use one of 4 compresson methods:
- - Uncompressed (uncompressed on the GPU)
- - Lossless (WebP or PNG, uncompressed on the GPU)
- - Lossy (WebP, uncompressed on the GPU)
- - VRAM Compressed (compressed on the GPU)
- Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
- Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
+ Base class for [CompressedTexture2DArray] and [CompressedTexture3D]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. See also [TextureLayered].
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/TextureLayered.xml b/doc/classes/TextureLayered.xml
index 7a0940edd4..f240f0a009 100644
--- a/doc/classes/TextureLayered.xml
+++ b/doc/classes/TextureLayered.xml
@@ -4,7 +4,7 @@
Base class for texture types which contain the data of multiple [Image]s. Each image is of the same size and format.
</brief_description>
<description>
- Base class for [ImageTextureLayered]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. See also [Texture3D].
+ Base class for [ImageTextureLayered] and [CompressedTextureLayered]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. See also [Texture3D].
Data is set on a per-layer basis. For [Texture2DArray]s, the layer specifies the array layer.
All images need to have the same width, height and number of mipmap levels.
A [TextureLayered] can be loaded with [method ResourceLoader.load].