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"artifact" was misspelled as "arctifact"
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@@ -34,10 +34,10 @@ Compress Mode
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~~~~~~~~~~~~~
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* VRAM Compression: This is the most common copression mode for 3D assets. File on disk is reduced and
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video memory usage is also reduced considerably. For 3D, it may present unwanted arctifacts, though.
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video memory usage is also reduced considerably. For 3D, it may present unwanted artifacts, though.
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* Lossless Compression: This is the most common compression for 2D assets. It shows assets without any
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kind of arctifacting, and disk compression is decent. It will use considerably more amount of video memory than VRAM, though.
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* Lossy Compression: For games with lots of large 2D assets, lossy compression can be a great choice. It has some arctifacting,
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kind of artifacting, and disk compression is decent. It will use considerably more amount of video memory than VRAM, though.
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* Lossy Compression: For games with lots of large 2D assets, lossy compression can be a great choice. It has some artifacting,
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but less than VRAM and the file size is almost a tenth of Lossless.
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* Uncompressed: Only useful for formats that can't be compressed (like, raw float).
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@@ -77,7 +77,7 @@ If you want Godot to ensure full compatibility in for kind of textures, enable t
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Normal Map
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~~~~~~~~~~
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When using a texture as normal map, only the red and green channels are required. Given regular texture compression algorithms produce arctifacts that don't
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When using a texture as normal map, only the red and green channels are required. Given regular texture compression algorithms produce artifacts that don't
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look that nice in normal maps, the RGTC compression format is the best fit for this data. Forcing this option to "Enabled" will make Godot import the
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image as RGTC compressed. By default, it's set to "Detect" which means that if the texture is ever used as a normal map, it will be changed to "Enabled" and
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reimported automatically.
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