Object TTextureCompressionInfo

Unit

Declaration

type TTextureCompressionInfo = object(TObject)

Description

Copyright 2001-2025 Michalis Kamburelis.

This file is part of "Castle Game Engine".

"Castle Game Engine" is free software; see the file COPYING.txt, included in this distribution, for details about the copyright.

"Castle Game Engine" is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

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Source: images/castleimages_texture_compression.inc (line 118).

Hierarchy

  • TObject
  • TTextureCompressionInfo

Overview

Fields

Public Name: string;
Public RequiresPowerOf2: boolean;
Public AlphaChannel: TAlphaChannel;
Public DDSFlipped: boolean;
Public FileExtension: String;

Description

Fields

Public Name: string;

This item has no description.

Source: images/castleimages_texture_compression.inc (line 119).

Public RequiresPowerOf2: boolean;

This item has no description.

Source: images/castleimages_texture_compression.inc (line 120).

Public AlphaChannel: TAlphaChannel;

This item has no description.

Source: images/castleimages_texture_compression.inc (line 121).

Public DDSFlipped: boolean;

When generating to DDS (that has reverted row order with respect to OpenGL), most of the compressed textures should be stored as flipped. When reading, we expect them to be already flipped. When loading to OpenGL, they will effectively be flipped again (since OpenGL expects bottom-to-top order, while we load it image in top-to-bottom order), thus making the image correct.

The exceptions are DXT* formats, that we can read correctly (unflipped) from DDS.

This is only a limitation of the DDS format.

For KTX, we can generate KTX images using PowerVR Texture Tools that already have a correct (bottom-to-top) orientation. So we can have textures compressed to PVRTC1_4bpp_RGB with correct orientation.

This field is ignored if FileExtension is not .dds.

Source: images/castleimages_texture_compression.inc (line 141).

Public FileExtension: String;

File extension/format the engine expects when try load GPU compressed version of texture.

Source: images/castleimages_texture_compression.inc (line 145).


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