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Merge pull request #3976 from skyace65/ImportImages

Improve importing images page
Rémi Verschelde 4 jaren geleden
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2 gewijzigde bestanden met toevoegingen van 26 en 30 verwijderingen
  1. 1 1
      about/list_of_features.rst
  2. 25 29
      getting_started/workflow/assets/importing_images.rst

+ 1 - 1
about/list_of_features.rst

@@ -365,7 +365,7 @@ Import
 
 
 **Formats:**
 **Formats:**
 
 
-- *Images:* See :ref:`doc_importing_images_supported_formats`.
+- *Images:* See :ref:`doc_import_images`.
 - *Audio:*
 - *Audio:*
 
 
    - WAV with optional IMA-ADPCM compression.
    - WAV with optional IMA-ADPCM compression.

+ 25 - 29
getting_started/workflow/assets/importing_images.rst

@@ -3,35 +3,6 @@
 Importing images
 Importing images
 ================
 ================
 
 
-Why import them?
-----------------
-
-In Godot 3+, image files are no longer native resources and they must be imported.
-The reason behind this is the large amount of configuration parameters that
-image files can be imported with.
-
-This small tutorial will explain what these parameters are and how to best
-make use of them.
-
-Importing textures
-------------------
-
-The default action in Godot is to import images as textures. Textures are stored
-in video memory and can't be accessed directly. This is what makes drawing them
-efficient.
-
-Import options are vast:
-
-.. image:: img/image_import1.png
-
-Detect 3D
-~~~~~~~~~
-
-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
-are friendlier to 3D (mipmaps, filter and repeat become enabled and compression is changed to VRAM). Texture is also reimported automatically.
-
-.. _doc_importing_images_supported_formats:
-
 Supported image formats
 Supported image formats
 -----------------------
 -----------------------
 
 
@@ -63,6 +34,23 @@ Godot can import the following image formats:
     If you've compiled the Godot editor from source with specific modules disabled,
     If you've compiled the Godot editor from source with specific modules disabled,
     some formats may not be available.
     some formats may not be available.
 
 
+Importing textures
+------------------
+
+The default action in Godot is to import images as textures. Textures are stored
+in video memory and can't be accessed directly. This is what makes drawing them
+efficient.
+
+Import options are vast:
+
+.. image:: img/image_import1.png
+
+Detect 3D
+~~~~~~~~~
+
+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
+are friendlier to 3D (mipmaps, filter and repeat become enabled and compression is changed to VRAM). Texture is also reimported automatically.
+
 Compression
 Compression
 -----------
 -----------
 
 
@@ -212,3 +200,11 @@ Invert Color
 ~~~~~~~~~~~~
 ~~~~~~~~~~~~
 
 
 Reverses the image's color. This is useful, for example, to convert a height map generated by external programs to depth map to use with :ref:`doc_standard_material_3d`.
 Reverses the image's color. This is useful, for example, to convert a height map generated by external programs to depth map to use with :ref:`doc_standard_material_3d`.
+
+Svg
+---
+
+Scale
+~~~~~
+
+This option only applies to SVG files. It controls the scale of the SVG image. The default scale (1.0) will make the imported SVG match its original design scale.