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Exclude platform dependent `rendering/textures/vram_compression/import_*` default values from documentation.

bruvzg 2 years ago
parent
commit
041f559da1
2 changed files with 4 additions and 4 deletions
  1. 2 2
      doc/classes/ProjectSettings.xml
  2. 2 2
      servers/rendering_server.cpp

+ 2 - 2
doc/classes/ProjectSettings.xml

@@ -2334,11 +2334,11 @@
 		<member name="rendering/textures/lossless_compression/force_png" type="bool" setter="" getter="" default="false">
 		<member name="rendering/textures/lossless_compression/force_png" type="bool" setter="" getter="" default="false">
 			If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP.
 			If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP.
 		</member>
 		</member>
-		<member name="rendering/textures/vram_compression/import_etc2_astc" type="bool" setter="" getter="" default="false">
+		<member name="rendering/textures/vram_compression/import_etc2_astc" type="bool" setter="" getter="">
 			If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm for lower quality textures and normalmaps and Adaptable Scalable Texture Compression algorithm for high quality textures (in 4x4 block size).
 			If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm for lower quality textures and normalmaps and Adaptable Scalable Texture Compression algorithm for high quality textures (in 4x4 block size).
 			[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
 			[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
 		</member>
 		</member>
-		<member name="rendering/textures/vram_compression/import_s3tc_bptc" type="bool" setter="" getter="" default="true">
+		<member name="rendering/textures/vram_compression/import_s3tc_bptc" type="bool" setter="" getter="">
 			If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm (DXT1-5) for lower quality textures and the the BPTC algorithm (BC6H and BC7) for high quality textures. This algorithm is only supported on PC desktop platforms and consoles.
 			If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm (DXT1-5) for lower quality textures and the the BPTC algorithm (BC6H and BC7) for high quality textures. This algorithm is only supported on PC desktop platforms and consoles.
 			[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
 			[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
 		</member>
 		</member>

+ 2 - 2
servers/rendering_server.cpp

@@ -2856,8 +2856,8 @@ RenderingServer::RenderingServer() {
 }
 }
 
 
 void RenderingServer::init() {
 void RenderingServer::init() {
-	GLOBAL_DEF_RST_BASIC("rendering/textures/vram_compression/import_s3tc_bptc", OS::get_singleton()->get_preferred_texture_format() == OS::PREFERRED_TEXTURE_FORMAT_S3TC_BPTC);
-	GLOBAL_DEF_RST_BASIC("rendering/textures/vram_compression/import_etc2_astc", OS::get_singleton()->get_preferred_texture_format() == OS::PREFERRED_TEXTURE_FORMAT_ETC2_ASTC);
+	GLOBAL_DEF_RST_NOVAL_BASIC("rendering/textures/vram_compression/import_s3tc_bptc", OS::get_singleton()->get_preferred_texture_format() == OS::PREFERRED_TEXTURE_FORMAT_S3TC_BPTC);
+	GLOBAL_DEF_RST_NOVAL_BASIC("rendering/textures/vram_compression/import_etc2_astc", OS::get_singleton()->get_preferred_texture_format() == OS::PREFERRED_TEXTURE_FORMAT_ETC2_ASTC);
 
 
 	GLOBAL_DEF("rendering/textures/lossless_compression/force_png", false);
 	GLOBAL_DEF("rendering/textures/lossless_compression/force_png", false);