mirror of
https://github.com/godotengine/godot-demo-projects.git
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- Enable anisotropic filtering in 3D demos, and set the quality to 16× on desktop and 4× on mobile. - Enable 4× MSAA on some 3D demos that didn't use it beforehand. - On GLES3 demos, disable MSAA on mobile as these demos are often more demanding. - Use more conservative framebuffer allocation settings for better performance. - Use PCF13 shadow filtering in GLES2 demos on desktop to benefit from soft shadows in Godot 3.2.4 and later. In Godot 3.2.3, this will make shadows smoother but still "blocky". - Use Lossless compression instead of VRAM compression for small textures such as the voxel demo texture atlas.
36 lines
745 B
Plaintext
36 lines
745 B
Plaintext
[remap]
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importer="texture"
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type="StreamTexture"
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path.s3tc="res://.import/texture_rock_metal.png-53fdacd914e7bfa258d07a88f0644507.s3tc.stex"
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metadata={
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"imported_formats": [ "s3tc" ],
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"vram_texture": true
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}
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[deps]
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source_file="res://test_materials/texture_rock_metal.png"
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dest_files=[ "res://.import/texture_rock_metal.png-53fdacd914e7bfa258d07a88f0644507.s3tc.stex" ]
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[params]
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compress/mode=2
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/bptc_ldr=0
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compress/normal_map=0
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flags/repeat=true
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flags/filter=true
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flags/mipmaps=true
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flags/anisotropic=true
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flags/srgb=2
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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stream=false
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size_limit=0
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detect_3d=false
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svg/scale=1.0
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