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- .. _doc_exporting_images:
- Exporting images
- ================
- It is often desired to do an operation to all or a group of images upon
- export. Godot provides some tools for this. Examples of such operations
- are:
- - Converting all images from a lossless format to a lossy one (ie: png
- -> web) for greater compression.
- - Shrinking all images to half the size, to create a low resolution
- build for smaller screens.
- - Create an atlas for a group of images and crop them, for higher
- performance and less memory usage.
- Image export options
- --------------------
- In the "Export Dialog", go to the Images tab:
- .. image:: /img/exportimages.png
- In this dialog the image extensions for conversion can be selected, and
- operations can be performed that apply to all images (except those in
- groups -next section for that-):
- - **Convert Image Format**: Probably the most useful operation is to
- convert to Lossy (WebP) to save disk space. For lossy, a Quality bar
- can set the quality/vs size ratio.
- - **Shrink**: This allows to shrink all images by a given amount. It's
- useful to export a game to half or less resolution for special
- devices.
- - **Compress Formats**: Allows to select which image exensions to
- convert.
- On export, Godot will perform the desired operation. The first export
- might be really slow, but subsequent exports will be fast, as the
- converted images will be cached.
- Image group export options
- --------------------------
- This section is similar to the previous one, except it can operate on a
- selected group of images. When a image is in a group, the settings from
- the global export options are overridden by the ones from the group. An
- image can only be in one group at the same time. So if the image is in
- another group different to the current one being edited, it will not be
- selectable.
- .. image:: /img/imagegroup.png
- Atlas
- ~~~~~
- As a plus, an atlas can be created from a group. When this mode is
- active, a button to preview the resulting atlas becomes available. Make
- sure that atlases don't become too big, as some hardware will not
- support textures bigger than 2048x2048 pixels. If this happens, just
- create another atlas.
- The atlas can be useful to speed up drawing of some scenes, as state
- changes are minimized when drawing from it (through unlike other
- engines, Godot is designed so state changes do not affect it as much).
- Textures added to an atlas get cropped (empty spaces around the image
- are removed), so this is another reason to use them (save space). If
- unsure, though, just leave that option disabled.
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