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@@ -30,6 +30,36 @@ Detect 3D
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This option makes Godot be aware of when a texture (which is imported for 2D as default) is used in 3D. If this happens, setting are changed so the texture flags
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This option makes Godot be aware of when a texture (which is imported for 2D as default) is used in 3D. If this happens, setting are changed so the texture flags
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are friendlier to 3D (mipmaps, filter and repeat become enabled and compression is changed to VRAM). Texture is also reimported automatically.
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are friendlier to 3D (mipmaps, filter and repeat become enabled and compression is changed to VRAM). Texture is also reimported automatically.
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+Supported image formats
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+-----------------------
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+
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+Godot can import the following image formats:
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+
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+- BMP (``.bmp``)
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+- DirectDraw Surface (``.dds``)
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+ - If mipmaps are present in the texture, they will be loaded directly.
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+ This can be used to achieve effects using custom mipmaps.
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+- OpenEXR (``.exr``)
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+ - Supports HDR (highly recommended for panorama skies).
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+- Radiance HDR (``.hdr``)
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+ - Supports HDR (highly recommended for panorama skies).
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+- JPEG (``.jpg``, ``.jpeg``)
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+ - Doesn't support transparency per the format's limitations.
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+- PNG (``.png``)
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+ - Precision is limited to 8 bits per channel upon importing (no HDR images).
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+- Truevision Targa (``.tga``)
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+- SVG (``.svg``, ``.svgz``)
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+ - SVGs are rasterized using `NanoSVG <https://github.com/memononen/nanosvg>`__
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+ when importing them. Support is limited; complex vectors may not render correctly.
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+ For complex vectors, rendering them to PNGs using Inkscape is often a better solution.
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+ This can be automated thanks to its `command-line interface <https://wiki.inkscape.org/wiki/index.php/Using_the_Command_Line#Export_files>`__.
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+- WebP (``.webp``)
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+
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+.. note::
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+
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+ If you've compiled the Godot editor from source with specific modules disabled,
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+ some formats may not be available.
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+
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Compression
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Compression
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-----------
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-----------
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