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PortableCompressedTexture2D¶
Inherits: Texture2D < Texture < Resource < RefCounted < Object
Provides a compressed texture for disk and/or VRAM in a way that is portable.
Description¶
This class allows storing compressed textures as self contained (not imported) resources.
For 2D usage (compressed on disk, uncompressed on VRAM), the lossy and lossless modes are recommended. For 3D usage (compressed on VRAM) it depends on the target platform.
If you intend to only use desktop, S3TC or BPTC are recommended. For only mobile, ETC2 is recommended.
For portable, self contained 3D textures that work on both desktop and mobile, Basis Universal is recommended (although it has a small quality cost and longer compression time as a tradeoff).
This resource is intended to be created from code.
Properties¶
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resource_local_to_scene |
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Methods¶
void |
create_from_image ( Image image, CompressionMode compression_mode, bool normal_map=false, float lossy_quality=0.8 ) |
get_compression_mode ( ) const |
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get_format ( ) const |
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is_keeping_all_compressed_buffers ( ) static |
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void |
set_keep_all_compressed_buffers ( bool keep ) static |
Enumerations¶
enum CompressionMode:
CompressionMode COMPRESSION_MODE_LOSSLESS = 0
CompressionMode COMPRESSION_MODE_LOSSY = 1
CompressionMode COMPRESSION_MODE_BASIS_UNIVERSAL = 2
CompressionMode COMPRESSION_MODE_S3TC = 3
CompressionMode COMPRESSION_MODE_ETC2 = 4
CompressionMode COMPRESSION_MODE_BPTC = 5
Property Descriptions¶
PackedByteArray _data = PackedByteArray()
There is currently no description for this property. Please help us by contributing one!
bool keep_compressed_buffer = false
When running on the editor, this class will keep the source compressed data in memory. Otherwise, the source compressed data is lost after loading and the resource can't be re saved.
This flag allows to keep the compressed data in memory if you intend it to persist after loading.
Vector2 size_overri