|
@@ -34,10 +34,10 @@ Compress Mode
|
|
~~~~~~~~~~~~~
|
|
~~~~~~~~~~~~~
|
|
|
|
|
|
* VRAM Compression: This is the most common copression mode for 3D assets. File on disk is reduced and
|
|
* VRAM Compression: This is the most common copression mode for 3D assets. File on disk is reduced and
|
|
- video memory usage is also reduced considerably. For 3D, it may present unwanted arctifacts, though.
|
|
|
|
|
|
+ video memory usage is also reduced considerably. For 3D, it may present unwanted artifacts, though.
|
|
* Lossless Compression: This is the most common compression for 2D assets. It shows assets without any
|
|
* Lossless Compression: This is the most common compression for 2D assets. It shows assets without any
|
|
- kind of arctifacting, and disk compression is decent. It will use considerably more amount of video memory than VRAM, though.
|
|
|
|
-* Lossy Compression: For games with lots of large 2D assets, lossy compression can be a great choice. It has some arctifacting,
|
|
|
|
|
|
+ kind of artifacting, and disk compression is decent. It will use considerably more amount of video memory than VRAM, though.
|
|
|
|
+* Lossy Compression: For games with lots of large 2D assets, lossy compression can be a great choice. It has some artifacting,
|
|
but less than VRAM and the file size is almost a tenth of Lossless.
|
|
but less than VRAM and the file size is almost a tenth of Lossless.
|
|
* Uncompressed: Only useful for formats that can't be compressed (like, raw float).
|
|
* Uncompressed: Only useful for formats that can't be compressed (like, raw float).
|
|
|
|
|
|
@@ -77,7 +77,7 @@ If you want Godot to ensure full compatibility in for kind of textures, enable t
|
|
Normal Map
|
|
Normal Map
|
|
~~~~~~~~~~
|
|
~~~~~~~~~~
|
|
|
|
|
|
-When using a texture as normal map, only the red and green channels are required. Given regular texture compression algorithms produce arctifacts that don't
|
|
|
|
|
|
+When using a texture as normal map, only the red and green channels are required. Given regular texture compression algorithms produce artifacts that don't
|
|
look that nice in normal maps, the RGTC compression format is the best fit for this data. Forcing this option to "Enabled" will make Godot import the
|
|
look that nice in normal maps, the RGTC compression format is the best fit for this data. Forcing this option to "Enabled" will make Godot import the
|
|
image as RGTC compressed. By default, it's set to "Detect" which means that if the texture is ever used as a normal map, it will be changed to "Enabled" and
|
|
image as RGTC compressed. By default, it's set to "Detect" which means that if the texture is ever used as a normal map, it will be changed to "Enabled" and
|
|
reimported automatically.
|
|
reimported automatically.
|