From 9263f8eb4bacd771c47dab35aaa31c7569ece035 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Thu, 10 Dec 2020 23:01:00 +0100 Subject: Image: Rename PVRTC{2,4} to PVRTC1_{2,4}, drop COMPRESS_PVRTC2 We haven't had a proper implementation for COMPRESS_PVRTC2 (which is PVRTC1 2-bpp) in years, so let's drop it instead of keeping a compress type which doesn't work. The other enum values were renamed to clarify that our PVRTC2 and PVRTC4 are respectively PVRTC1 2-bpp and PVRTC1 4-bpp. PVRTC2 2-bpp and 4-bpp are not implemented yet. --- doc/classes/Image.xml | 29 +++++++++++++++-------------- 1 file changed, 15 insertions(+), 14 deletions(-) (limited to 'doc/classes') diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml index b4325e822c..71db1e5106 100644 --- a/doc/classes/Image.xml +++ b/doc/classes/Image.xml @@ -636,18 +636,19 @@ Texture format that uses [url=https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression]BPTC[/url] compression with unsigned floating-point RGB components. - + Texture format used on PowerVR-supported mobile platforms, uses 2-bit color depth with no alpha. More information can be found [url=https://en.wikipedia.org/wiki/PVRTC]here[/url]. [b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space conversion is performed. - - Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], but with an alpha component. + + Same as [constant FORMAT_PVRTC1_2], but with an alpha component. - - Similar to [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], but with 4-bit color depth and no alpha. + + Texture format used on PowerVR-supported mobile platforms, uses 4-bit color depth with no alpha. More information can be found [url=https://en.wikipedia.org/wiki/PVRTC]here[/url]. + [b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space conversion is performed. - - Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC4[/url], but with an alpha component. + + Same as [constant FORMAT_PVRTC1_4], but with an alpha component. [url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC1]Ericsson Texture Compression format 1[/url], also referred to as "ETC1", and is part of the OpenGL ES graphics standard. This format cannot store an alpha channel. @@ -714,18 +715,18 @@ Use S3TC compression. - - Use PVRTC2 compression. - - - Use PVRTC4 compression. + + Use PVRTC1 4-bpp compression. - + Use ETC compression. - + Use ETC2 compression. + + Use BPTC compression. + -- cgit v1.2.3