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- <section id="texture-settings">
- <h1>Texture Settings<a class="headerlink" href="#texture-settings" title="Permalink to this headline">¶</a></h1>
- <p>The Texture Settings dialog lets you customize how Crown processes a texture
- for each target platform. To open it, double-click a texture in the
- <span class="xref std std-ref">Project Browser</span>; Crown will display a dialog similar to this:</p>
- <img alt="../_images/texture_settings_dialog.png" src="../_images/texture_settings_dialog.png" />
- <section id="overview">
- <h2>Overview<a class="headerlink" href="#overview" title="Permalink to this headline">¶</a></h2>
- <p>On the left, the <code class="docutils literal notranslate"><span class="pre">Target</span> <span class="pre">Platform</span></code> list shows the platforms you can
- configure. Select one or more platforms to edit their settings
- simultaneously. Use <code class="docutils literal notranslate"><span class="pre">Left</span> <span class="pre">Ctrl</span></code> to select or deselect multiple entries.</p>
- <p>After selecting platforms, the settings on the right update to reflect the
- current values. If the selected platforms have different values for a given
- option, a dash symbol (—) appears to indicate the inconsistency:</p>
- <img alt="../_images/texture_settings_inconsistent_format.svg" src="../_images/texture_settings_inconsistent_format.svg" /></section>
- <section id="output">
- <h2>Output<a class="headerlink" href="#output" title="Permalink to this headline">¶</a></h2>
- <p>Output settings control how Crown processes the source image into GPU-ready
- assets. These settings are applied per platform so you can accommodate each
- platform’s performance and form-factor constraints.</p>
- <section id="format">
- <h3>Format<a class="headerlink" href="#format" title="Permalink to this headline">¶</a></h3>
- <p>Choose the output format appropriate for the texture type and platform:</p>
- <ul class="simple">
- <li><p><code class="docutils literal notranslate"><span class="pre">BC1</span></code>: RGB color with 1-bit alpha; good for opaque color maps.</p></li>
- <li><p><code class="docutils literal notranslate"><span class="pre">BC2</span></code>: RGB color with 4-bits alpha.</p></li>
- <li><p><code class="docutils literal notranslate"><span class="pre">BC3</span></code>: RGB color with full alpha.</p></li>
- <li><p><code class="docutils literal notranslate"><span class="pre">BC4</span></code>: Single-channel (grayscale); useful for heightmaps, font atlases etc.</p></li>
- <li><p><code class="docutils literal notranslate"><span class="pre">BC5</span></code>: Two-channel BC4 useful for tangent-space normal maps.</p></li>
- <li><p><code class="docutils literal notranslate"><span class="pre">PTC14</span></code>: RGB compressed format.</p></li>
- <li><p><code class="docutils literal notranslate"><span class="pre">RGB8</span></code>: Uncompressed RGB (8-bits per channel).</p></li>
- <li><p><code class="docutils literal notranslate"><span class="pre">RGBA8</span></code>: Uncompressed RGBA (8-bits per channel).</p></li>
- </ul>
- <p>For a technical reference on BCn formats, see <a class="reference external" href="https://web.archive.org/web/20260120185114/https://www.reedbeta.com/blog/understanding-bcn-texture-compression-formats/">Understanding BCn Texture Compression Formats</a>.</p>
- </section>
- <section id="mip-mapping">
- <h3>Mip-mapping<a class="headerlink" href="#mip-mapping" title="Permalink to this headline">¶</a></h3>
- <p>Control mipmap generation with these options:</p>
- <ul class="simple">
- <li><p><code class="docutils literal notranslate"><span class="pre">Generate</span> <span class="pre">Mips</span></code>: enable or disable automatic mipmap generation.</p></li>
- <li><p><code class="docutils literal notranslate"><span class="pre">Skip</span> <span class="pre">Smallest</span> <span class="pre">Mips</span></code>: skip generation of the N smallest mip levels to save space.</p></li>
- </ul>
- </section>
- <section id="other-flags">
- <h3>Other flags<a class="headerlink" href="#other-flags" title="Permalink to this headline">¶</a></h3>
- <ul class="simple">
- <li><p><code class="docutils literal notranslate"><span class="pre">Normal</span> <span class="pre">Map</span></code>: mark the texture as a normal map. This implies linear color
- processing.</p></li>
- <li><p><code class="docutils literal notranslate"><span class="pre">Linear</span></code>: treat the source as linear data. By default textures are
- interpreted as sRGB and are converted to linear space during processing;
- enable <code class="docutils literal notranslate"><span class="pre">Linear</span></code> for data textures such as normal maps, LUTs etc.</p></li>
- <li><p><code class="docutils literal notranslate"><span class="pre">Premultiply</span> <span class="pre">Alpha</span></code> - premultiply RGB by alpha before encoding. See
- <a class="reference external" href="https://web.archive.org/web/20260110150156/https://shawnhargreaves.com/blog/premultiplied-alpha.html">here</a>
- and <a class="reference external" href="https://web.archive.org/web/20260103191804/https://shawnhargreaves.com/blog/premultiplied-alpha-and-image-composition.html">here</a>
- for details.</p></li>
- </ul>
- </section>
- </section>
- <section id="saving-changes">
- <h2>Saving changes<a class="headerlink" href="#saving-changes" title="Permalink to this headline">¶</a></h2>
- <p>When you are finished, click the <code class="docutils literal notranslate"><span class="pre">Save</span> <span class="pre">&</span> <span class="pre">Reload</span></code> button at the top right.
- Crown saves the <code class="docutils literal notranslate"><span class="pre">.texture</span></code> resource, compiles it for the affected
- platforms, and reloads the texture in all viewports and in the running game
- if any.</p>
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