|
@@ -2929,7 +2929,7 @@
|
|
<member name="rendering/textures/vram_compression/compress_with_gpu" type="bool" setter="" getter="" default="true">
|
|
<member name="rendering/textures/vram_compression/compress_with_gpu" type="bool" setter="" getter="" default="true">
|
|
If [code]true[/code], the texture importer will utilize the GPU for compressing textures, improving the import time of large images.
|
|
If [code]true[/code], the texture importer will utilize the GPU for compressing textures, improving the import time of large images.
|
|
[b]Note:[/b] This only functions on a device which supports either Vulkan, Direct3D 12, or Metal as a rendering driver.
|
|
[b]Note:[/b] This only functions on a device which supports either Vulkan, Direct3D 12, or Metal as a rendering driver.
|
|
- [b]Note:[/b] Currently this only affects certain compressed formats (BC1, BC4, and BC6), all of which are exclusive to desktop platforms and consoles.
|
|
|
|
|
|
+ [b]Note:[/b] Currently this only affects certain compressed formats (BC1, BC3, BC4, BC5, and BC6), all of which are exclusive to desktop platforms and consoles.
|
|
</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="" default="false">
|
|
If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm for lower quality textures and normal maps and Adaptable Scalable Texture Compression algorithm for high quality textures (in 4×4 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 normal maps and Adaptable Scalable Texture Compression algorithm for high quality textures (in 4×4 block size).
|