PortableCompressedTexture2D
Provides a compressed texture for disk and/or VRAM in a way that is portable.
PortableCompressedTexture2D.swift:20class PortableCompressedTexture2D
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.
Superclasses
class Texture2D
Texture for 2D and 3D.
Citizens in SwiftGodot
Conformances
protocol CustomStringConvertible
A type with a customized textual representation.
protocol Equatable
A type that can be compared for value equality.
protocol Hashable
A type that can be hashed into a
Hasher
to produce an integer hash value.protocol Identifiable<ID>
A class of types whose instances hold the value of an entity with stable identity.
protocol VariantRepresentable
Types that conform to VariantRepresentable can be stored directly in
Variant
with no conversion. These include all of the Variant types from Godot (for exampleGString
,Rect
,Plane
), Godot objects (those that subclass SwiftGodot.Object) as well as the built-in Swift types UInt8, Int64 and Double.protocol VariantStorable
Types that conform to VariantStorable can be stored in a Variant and can be extracted back out of a Variant.
Types
Type members
static func isKeepingAllCompressedBuffers(
) -> Bool Return whether the flag is overridden for all textures of this type.
static func setKeepAllCompressedBuffers(keep: Bool
) Overrides the flag globally for all textures of this type. This is used primarily by the editor.
class var godotClassName: StringName
Instance members
var keepCompressedBuffer: Bool
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.
var sizeOverride: Vector2
Allow overriding the texture size (for 2D only).
func createFromImage(Image?, compressionMode: PortableCompressedTexture2D.CompressionMode, normalMap: Bool, lossyQuality: Double
) Initializes the compressed texture from a base image. The compression mode must be provided.
func getCompressionMode(
) -> PortableCompressedTexture2D.CompressionMode Return the compression mode used (valid after initialized).
func getFormat(
) -> Image.Format Return the image format used (valid after initialized).