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+================
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+Texture Settings
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+================
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+
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+The Texture Settings dialog lets you customize how Crown processes a texture
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+for each target platform. To open it, double-click a texture in the
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+:ref:`Project Browser`; Crown will display a dialog similar to this:
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+
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+.. image:: images/texture_settings_dialog.png
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+
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+Overview
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+--------
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+
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+On the left, the ``Target Platform`` list shows the platforms you can
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+configure. Select one or more platforms to edit their settings
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+simultaneously. Use ``Left Ctrl`` to select or deselect multiple entries.
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+
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+After selecting platforms, the settings on the right update to reflect the
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+current values. If the selected platforms have different values for a given
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+option, a dash symbol (—) appears to indicate the inconsistency:
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+
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+.. image:: images/texture_settings_inconsistent_format.svg
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+
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+Output
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+------
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+
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+Output settings control how Crown processes the source image into GPU-ready
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+assets. These settings are applied per platform so you can accommodate each
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+platform's performance and form-factor constraints.
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+
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+Format
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+~~~~~~
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+
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+Choose the output format appropriate for the texture type and platform:
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+
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+* ``BC1``: RGB color with 1-bit alpha; good for opaque color maps.
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+* ``BC2``: RGB color with 4-bits alpha.
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+* ``BC3``: RGB color with full alpha.
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+* ``BC4``: Single-channel (grayscale); useful for heightmaps, font atlases etc.
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+* ``BC5``: Two-channel BC4 useful for tangent-space normal maps.
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+* ``PTC14``: RGB compressed format.
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+* ``RGB8``: Uncompressed RGB (8-bits per channel).
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+* ``RGBA8``: Uncompressed RGBA (8-bits per channel).
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+
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+For a technical reference on BCn formats, see `Understanding BCn Texture Compression Formats <https://web.archive.org/web/20260120185114/https://www.reedbeta.com/blog/understanding-bcn-texture-compression-formats/>`_.
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+
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+Mip-mapping
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+~~~~~~~~~~~
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+
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+Control mipmap generation with these options:
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+
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+* ``Generate Mips``: enable or disable automatic mipmap generation.
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+* ``Skip Smallest Mips``: skip generation of the N smallest mip levels to save space.
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+
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+Other flags
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+~~~~~~~~~~~
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+
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+* ``Normal Map``: mark the texture as a normal map. This implies linear color
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+ processing.
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+* ``Linear``: treat the source as linear data. By default textures are
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+ interpreted as sRGB and are converted to linear space during processing;
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+ enable ``Linear`` for data textures such as normal maps, LUTs etc.
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+* ``Premultiply Alpha`` - premultiply RGB by alpha before encoding. See
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+ `here
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+ <https://web.archive.org/web/20260110150156/https://shawnhargreaves.com/blog/premultiplied-alpha.html>`_
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+ and `here
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+ <https://web.archive.org/web/20260103191804/https://shawnhargreaves.com/blog/premultiplied-alpha-and-image-composition.html>`_
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+ for details.
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+
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+Saving changes
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+--------------
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+
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+When you are finished, click the ``Save & Reload`` button at the top right.
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+Crown saves the ``.texture`` resource, compiles it for the affected
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+platforms, and reloads the texture in all viewports and in the running game
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+if any.
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