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Add to texture import settings "Pixel Format" option #2107
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The pixel format is chosen automatically based on the input texture. In the interest of simplicity and ease of use, there never was a way to force it in the Import dock and I doubt this will change. |
Then can't that just be an "advanced" option? This can actually be useful for when you have textures that store data that an RGB(A) wouldn't need to. |
In this case, it's better to remove the alpha channel from your original texture to save storage space. There are many tools to do this such as oxipng. Also, until #2041 is implemented, we can't really have "advanced" import options to speak of. |
Alpha isn't the only channel that might not need to be omitted. Like I said, a grey scale only needs one channel, and yet can only be imported in 3. |
It can, but it's extremely tedious #1943 |
I double-checked and this used to be correct until Godot 3.4, but not since Godot 3.4. The reason is that since Godot 3.4, lossless WebP is used instead of PNG to provide smaller file sizes for lossless-compressed files. However, we don't make use of WebP's grayscale formats to reduce memory usage (or at least perform a load-time format conversion when possible). I've tested dozens of formats with all compression modes on
Testing project ( Included file types in each folder:
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I have this same problem while trying to load images into a Texture2DArray, where all layers must have the exact same format. Layer 0 needs to be full black, but the automatic import screws it by forcing DXT1 RGB8 instead of DXT5 RGBA8 the other layers have. It results in an "All images must share the same format" error at runtime. I'm aware it may be worked around, but why to work on that if the setup could be very simple by manual format selection? |
How is texture import related to loading Images into a Texture2DArray? An |
You are right, I mess up something in code for sure. Just working on fixing it. But still, being able to explicitly specify an import format would still be nice. |
Describe the project you are working on
Any
Describe the problem or limitation you are having in your project
When I am importing textures I can't select pixel format(e.g. "L8, L8A8, RGB24, RGBA32, RGBA4444, RGBA5551, DXT1-DXT5")
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Add to texture import settings "Pixel Format" option with values "L8, L8A8, RGB24, RGBA32, RGBA4444, RGBA5551, DXT1-DXT5" and add correspond import.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Add to texture import settings "Pixel Format" option with values "L8, L8A8, RGB24, RGBA32, RGBA4444, RGBA5551, DXT1-DXT5" and add correspond import.
If this enhancement will not be used often, can it be worked around with a few lines of script?
This is import function and cannot be realized with script.
Is there a reason why this should be core and not an add-on in the asset library?
This is import function.
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