diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/PortableCompressedTexture2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/ProjectSettings.xml | 9 |
2 files changed, 7 insertions, 4 deletions
diff --git a/doc/classes/PortableCompressedTexture2D.xml b/doc/classes/PortableCompressedTexture2D.xml index a0492f2c07..c3544fec30 100644 --- a/doc/classes/PortableCompressedTexture2D.xml +++ b/doc/classes/PortableCompressedTexture2D.xml @@ -21,7 +21,7 @@ <param index="3" name="lossy_quality" type="float" default="0.8" /> <description> Initializes the compressed texture from a base image. The compression mode must be provided. - If this image will be used as a normal map, the "normal map" flag is recommended, to ensure optimum quality. + [param normal_map] is recommended to ensure optimum quality if this image will be used as a normal map. If lossy compression is requested, the quality setting can optionally be provided. This maps to Lossy WebP compression quality. </description> </method> diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 925d4ec7c4..1a981a9792 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -2215,9 +2215,6 @@ <member name="rendering/textures/lossless_compression/force_png" type="bool" setter="" getter="" default="false"> If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP. </member> - <member name="rendering/textures/lossless_compression/webp_compression_level" type="int" setter="" getter="" default="2"> - The default compression level for lossless WebP. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level. Supported values are 0 to 9. Note that compression levels above 6 are very slow and offer very little savings. - </member> <member name="rendering/textures/vram_compression/import_bptc" type="bool" setter="" getter="" default="false"> If [code]true[/code], the texture importer will import VRAM-compressed textures using the BPTC algorithm. This texture compression algorithm is only supported on desktop platforms, and only when using the Vulkan renderer. [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]). @@ -2234,6 +2231,12 @@ 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/webp_compression/compression_method" type="int" setter="" getter="" default="2"> + The default compression method for WebP. Affects both lossy and lossless WebP. A higher value results in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression method. Supported values are 0 to 6. Note that compression methods above 4 are very slow and offer very little savings. + </member> + <member name="rendering/textures/webp_compression/lossless_compression_factor" type="float" setter="" getter="" default="25"> + The default compression factor for lossless WebP. Decompression speed is mostly unaffected by the compression factor. Supported values are 0 to 100. + </member> <member name="rendering/transparent_background" type="bool" setter="" getter="" default="false"> If [code]true[/code], enables [member Viewport.transparent_bg] on the root viewport. This allows per-pixel transparency to be effective after also enabling [member display/window/size/transparent] and [member display/window/per_pixel_transparency/allowed]. </member> |