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Fix texture compression descriptions in RenderingDevice docs

BlueCube3310 1 gadu atpakaļ
vecāks
revīzija
a20960bce4
1 mainītis faili ar 4 papildinājumiem un 4 dzēšanām
  1. 4 4
      doc/classes/RenderingDevice.xml

+ 4 - 4
doc/classes/RenderingDevice.xml

@@ -1444,10 +1444,10 @@
 			VRAM-compressed signed red/green channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range. The format's precision is 8 bits of red channel and 8 bits of green channel. Using BC5 texture compression (also known as S3TC RGTC).
 		</constant>
 		<constant name="DATA_FORMAT_BC6H_UFLOAT_BLOCK" value="142" enum="DataFormat">
-			VRAM-compressed unsigned red/green/blue channel data format with the floating-point value stored as-is. The format's precision is 8 bits of red channel and 8 bits of green channel. Using BC6H texture compression (also known as BPTC HDR).
+			VRAM-compressed unsigned red/green/blue channel data format with the floating-point value stored as-is. The format's precision is between 10 and 13 bits for the red/green/blue channels. Using BC6H texture compression (also known as BPTC HDR).
 		</constant>
 		<constant name="DATA_FORMAT_BC6H_SFLOAT_BLOCK" value="143" enum="DataFormat">
-			VRAM-compressed signed red/green/blue channel data format with the floating-point value stored as-is. The format's precision is between 4 and 7 bits for the red/green/blue channels and between 0 and 8 bits for the alpha channel. Using BC7 texture compression (also known as BPTC HDR).
+			VRAM-compressed signed red/green/blue channel data format with the floating-point value stored as-is. The format's precision is between 10 and 13 bits for the red/green/blue channels. Using BC6H texture compression (also known as BPTC HDR).
 		</constant>
 		<constant name="DATA_FORMAT_BC7_UNORM_BLOCK" value="144" enum="DataFormat">
 			VRAM-compressed unsigned red/green/blue/alpha channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. The format's precision is between 4 and 7 bits for the red/green/blue channels and between 0 and 8 bits for the alpha channel. Also known as BPTC LDR.
@@ -1477,13 +1477,13 @@
 			11-bit VRAM-compressed unsigned red channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture compression.
 		</constant>
 		<constant name="DATA_FORMAT_EAC_R11_SNORM_BLOCK" value="153" enum="DataFormat">
-			11-bit VRAM-compressed signed red channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture compression.
+			11-bit VRAM-compressed signed red channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range. Using ETC2 texture compression.
 		</constant>
 		<constant name="DATA_FORMAT_EAC_R11G11_UNORM_BLOCK" value="154" enum="DataFormat">
 			11-bit VRAM-compressed unsigned red/green channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture compression.
 		</constant>
 		<constant name="DATA_FORMAT_EAC_R11G11_SNORM_BLOCK" value="155" enum="DataFormat">
-			11-bit VRAM-compressed signed red/green channel data format with normalized value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture compression.
+			11-bit VRAM-compressed signed red/green channel data format with normalized value. Values are in the [code][-1.0, 1.0][/code] range. Using ETC2 texture compression.
 		</constant>
 		<constant name="DATA_FORMAT_ASTC_4x4_UNORM_BLOCK" value="156" enum="DataFormat">
 			VRAM-compressed unsigned floating-point data format with normalized value, packed in 4×4 blocks (highest quality). Values are in the [code][0.0, 1.0][/code] range. Using ASTC compression.