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

PackedByteArray

_data

PackedByteArray()

bool

keep_compressed_buffer

false

bool

resource_local_to_scene

false (overrides Resource)

Vector2

size_override

Vector2(0, 0)

Methods

void

create_from_image ( Image image, CompressionMode compression_mode, bool normal_map=false, float lossy_quality=0.8 )

CompressionMode

get_compression_mode ( ) const

Format

get_format ( ) const

bool

is_keeping_all_compressed_buffers ( ) static

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

  • void set_keep_compressed_buffer ( bool value )

  • bool is_keeping_compressed_buffer ( )

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_override = Vector2(0, 0)

  • void set_size_override ( Vector2 value )

  • Vector2 get_size_override ( )

Allow overriding the texture size (for 2D only).


Method Descriptions

void create_from_image ( Image image, CompressionMode compression_mode, bool normal_map=false, float lossy_quality=0.8 )

Initializes the compressed texture from a base image. The compression mode must be provided.

normal_map is recommended to ensure optimum quality if this image will be used as a normal map.

If lossy compression is requested, the quality setting can optionally be provided. This maps to Lossy WebP compression quality.


CompressionMode get_compression_mode ( ) const

Return the compression mode used (valid after initialized).


Format get_format ( ) const

Return the image format used (valid after initialized).


bool is_keeping_all_compressed_buffers ( ) static

Return whether the flag is overridden for all textures of this type.


void set_keep_all_compressed_buffers ( bool keep ) static

Overrides the flag globally for all textures of this type. This is used primarily by the editor.