virtualx-engine/platform/android/export
Juan Linietsky 28f51ba547 Refactor high quality texture import
* Only two texture import modes for low/high quality now:
  * S3TC/BPTC
  * ETC2/ASTC
* Makes sense given this is the general preferred and most compatible combination in most platforms.
* Removed lossy_quality from VRAM texture compression options. It was unused everywhere.
* Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA).
* Changed MacOS export settings so required texture formats depend on the architecture selected.

This solves the following problems:

* Makes it simpler to import textures as high quality, without having to worry about the specific format used.
* As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
2023-01-30 15:53:23 +01:00
..
export.cpp One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
export.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
export_plugin.cpp Refactor high quality texture import 2023-01-30 15:53:23 +01:00
export_plugin.h [Android export] Added validation of the project name when using $genname in the 'Unique Name' field. 2023-01-20 20:54:56 +03:00
godot_plugin_config.cpp One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
godot_plugin_config.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
gradle_export_util.cpp Update the XR manifest configs 2023-01-27 17:59:28 -08:00
gradle_export_util.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00