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Document support for importing KTX images in Importing images

- Link to Run-time file loading and saving page where relevant.
Hugo Locurcio 1 year ago
parent
commit
83b532da66

+ 8 - 2
tutorials/assets_pipeline/exporting_3d_scenes.rst

@@ -6,13 +6,13 @@ Exporting 3D scenes
 Overview
 Overview
 --------
 --------
 
 
-In Godot it is possible to export 3D scenes as a glTF 2.0 file. You can
+In Godot, it is possible to export 3D scenes as a glTF 2.0 file. You can
 export as a glTF binary (``.glb`` file) or glTF embedded with textures
 export as a glTF binary (``.glb`` file) or glTF embedded with textures
 (``gltf`` + ``.bin`` + textures). This allows you to create scenes in Godot,
 (``gltf`` + ``.bin`` + textures). This allows you to create scenes in Godot,
 such as a CSG mesh blockout for a level, export it to clean it up in a
 such as a CSG mesh blockout for a level, export it to clean it up in a
 program such as Blender, and then bring it back into Godot.
 program such as Blender, and then bring it back into Godot.
 
 
-.. note:: 
+.. note::
 
 
     Only Blender 2.83 and newer can import glTF files exported by Godot.
     Only Blender 2.83 and newer can import glTF files exported by Godot.
 
 
@@ -28,3 +28,9 @@ There are several limitations with glTF export.
 * No support for exporting particles since their implementation varies across engines.
 * No support for exporting particles since their implementation varies across engines.
 * ShaderMaterials cannot be exported.
 * ShaderMaterials cannot be exported.
 * No support for exporting 2D scenes.
 * No support for exporting 2D scenes.
+
+.. seealso::
+
+    3D scenes can be saved at runtime using
+    :ref:`runtime file loading and saving <doc_runtime_file_loading_and_saving_3d_scenes>`,
+    including from an exported project.

+ 6 - 0
tutorials/assets_pipeline/importing_3d_scenes/index.rst

@@ -19,3 +19,9 @@ dialog, and inherited scenes.
    model_export_considerations
    model_export_considerations
    node_type_customization
    node_type_customization
    import_configuration
    import_configuration
+
+.. seealso::
+
+    3D scenes can be loaded at runtime using
+    :ref:`runtime file loading and saving <doc_runtime_file_loading_and_saving_3d_scenes>`,
+    including from an exported project.

+ 6 - 0
tutorials/assets_pipeline/importing_audio_samples.rst

@@ -304,3 +304,9 @@ reducing their size greatly and ensuring correct trimming.
 
 
 As you can see above, sound effects become much larger in file size with reverb
 As you can see above, sound effects become much larger in file size with reverb
 added.
 added.
+
+.. seealso::
+
+    Audio samples can be loaded and saved at runtime using
+    :ref:`runtime file loading and saving <doc_runtime_file_loading_and_saving_audio_video_files>`,
+    including from an exported project.

+ 9 - 0
tutorials/assets_pipeline/importing_images.rst

@@ -13,6 +13,9 @@ Godot can import the following image formats:
 - DirectDraw Surface (``.dds``)
 - DirectDraw Surface (``.dds``)
   - If mipmaps are present in the texture, they will be loaded directly.
   - If mipmaps are present in the texture, they will be loaded directly.
   This can be used to achieve effects using custom mipmaps.
   This can be used to achieve effects using custom mipmaps.
+- Khronos Texture (``.ktx``)
+  - Decoding is done using `libktx <https://github.com/KhronosGroup/KTX-Software>`__.
+  Only supports 2D images. Cubemaps, texture arrays and de-padding are not supported.
 - OpenEXR (``.exr``)
 - OpenEXR (``.exr``)
   - Supports HDR (highly recommended for panorama skies).
   - Supports HDR (highly recommended for panorama skies).
 - Radiance HDR (``.hdr``)
 - Radiance HDR (``.hdr``)
@@ -538,3 +541,9 @@ worth exploring:
 - When working with 3D models using a low-poly style and plain colors, you can
 - When working with 3D models using a low-poly style and plain colors, you can
   rely on vertex colors instead of textures to represent colors on the model's
   rely on vertex colors instead of textures to represent colors on the model's
   surfaces.
   surfaces.
+
+.. seealso::
+
+    Images can be loaded and saved at runtime using
+    :ref:`runtime file loading and saving <doc_runtime_file_loading_and_saving_images>`,
+    including from an exported project.

+ 6 - 0
tutorials/io/runtime_file_loading_and_saving.rst

@@ -67,6 +67,8 @@ several helper methods to decode/encode series of bytes to integers, floats,
 strings and more. These PackedByteArray methods have names that start with
 strings and more. These PackedByteArray methods have names that start with
 ``decode_`` and ``encode_``. See also :ref:`doc_binary_serialization_api`.
 ``decode_`` and ``encode_``. See also :ref:`doc_binary_serialization_api`.
 
 
+.. _doc_runtime_file_loading_and_saving_images:
+
 Images
 Images
 ------
 ------
 
 
@@ -118,6 +120,8 @@ Example of loading an image and displaying it in a :ref:`class_TextureRect` node
     # Save the converted ImageTexture to a PNG image.
     # Save the converted ImageTexture to a PNG image.
     $TextureRect.texture.get_image().save_png("/path/to/file.png")
     $TextureRect.texture.get_image().save_png("/path/to/file.png")
 
 
+.. _doc_runtime_file_loading_and_saving_audio_video_files:
+
 Audio/video files
 Audio/video files
 -----------------
 -----------------
 
 
@@ -157,6 +161,8 @@ Example of loading an Ogg Theora video file in a :ref:`class_VideoStreamPlayer`
     :ref:`AudioStreamWAV.save_to_wav <class_AudioStreamWAV_method_save_to_wav>`, which is useful
     :ref:`AudioStreamWAV.save_to_wav <class_AudioStreamWAV_method_save_to_wav>`, which is useful
     for procedurally generated audio or microphone recordings.
     for procedurally generated audio or microphone recordings.
 
 
+.. _doc_runtime_file_loading_and_saving_3d_scenes:
+
 3D scenes
 3D scenes
 ---------
 ---------