From 28f51ba547722d1283882ec5dee9bcab070bc33e Mon Sep 17 00:00:00 2001 From: Juan Linietsky Date: Wed, 25 Jan 2023 12:17:11 +0100 Subject: 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. --- platform/ios/export/export_plugin.cpp | 1 + 1 file changed, 1 insertion(+) (limited to 'platform/ios') 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 &p_preset, List *r_features) const { // Vulkan and OpenGL ES 3.0 both mandate ETC2 support. r_features->push_back("etc2"); + r_features->push_back("astc"); Vector architectures = _get_preset_architectures(p_preset); for (int i = 0; i < architectures.size(); ++i) { -- cgit v1.2.3