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# Objective WebP is a modern image format developed by Google that offers a significant reduction in file size compared to other image formats such as PNG and JPEG, while still maintaining good image quality. This makes it particularly useful for games with large numbers of images, such as those with high-quality textures or detailed sprites, where file size and loading times can have a significant impact on performance. By adding support for WebP images in Bevy, game developers using this engine can now take advantage of this modern image format and reduce the memory usage and loading times of their games. This improvement can ultimately result in a better gaming experience for players. In summary, the objective of adding WebP image format support in Bevy is to enable game developers to use a modern image format that provides better compression rates and smaller file sizes, resulting in faster loading times and reduced memory usage for their games. ## Solution To add support for WebP images in Bevy, this pull request leverages the existing `image` crate support for WebP. This implementation is easily integrated into the existing Bevy asset-loading system. To maintain compatibility with existing Bevy projects, WebP image support is disabled by default, and developers can enable it by adding a feature flag to their project's `Cargo.toml` file. With this feature, Bevy becomes even more versatile for game developers and provides a valuable addition to the game engine. --- ## Changelog - Added support for WebP image format in Bevy game engine ## Migration Guide To enable WebP image support in your Bevy project, add the following line to your project's Cargo.toml file: ```toml bevy = { version = "*", features = ["webp"]} ```
73 lines
3.5 KiB
Markdown
73 lines
3.5 KiB
Markdown
<!-- MD041 - This file will be included in docs and should not start with a top header -->
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## Cargo Features
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Bevy exposes many features to customise the engine. Enabling them add functionalities but often come at the cost of longer compilation times and extra dependencies.
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### Default Features
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The default feature set enables most of the expected features of a game engine, like rendering in both 2D and 3D, asset loading, audio and UI. To help reduce compilation time, consider disabling default features and enabling only those you need.
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|feature name|description|
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|android_shared_stdcxx|Enable using a shared stdlib for cxx on Android|
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|animation|Enable animation support, and glTF animation loading|
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|bevy_animation|Provides animation functionality|
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|bevy_asset|Provides asset functionality|
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|bevy_audio|Provides audio functionality|
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|bevy_core_pipeline|Provides cameras and other basic render pipeline features|
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|bevy_gilrs|Adds gamepad support|
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|bevy_gizmos|Adds support for rendering gizmos|
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|bevy_gltf|[glTF](https://www.khronos.org/gltf/) support|
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|bevy_pbr|Adds PBR rendering|
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|bevy_render|Provides rendering functionality|
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|bevy_scene|Provides scene functionality|
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|bevy_sprite|Provides sprite functionality|
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|bevy_text|Provides text functionality|
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|bevy_ui|A custom ECS-driven UI framework|
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|bevy_winit|winit window and input backend|
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|filesystem_watcher|Enable watching file system for asset hot reload|
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|hdr|HDR image format support|
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|ktx2|KTX2 compressed texture support|
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|png|PNG image format support|
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|tonemapping_luts|Include tonemapping Look Up Tables KTX2 files|
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|vorbis|OGG/VORBIS audio format support|
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|x11|X11 display server support|
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|zstd|For KTX2 supercompression|
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### Optional Features
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|feature name|description|
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|accesskit_unix|Enable AccessKit on Unix backends (currently only works with experimental screen readers and forks.)|
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|basis-universal|Basis Universal compressed texture support|
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|bevy_ci_testing|Enable systems that allow for automated testing on CI|
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|bevy_dynamic_plugin|Plugin for dynamic loading (using [libloading](https://crates.io/crates/libloading))|
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|bmp|BMP image format support|
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|dds|DDS compressed texture support|
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|debug_asset_server|Enable the "debug asset server" for hot reloading internal assets|
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|detailed_trace|Enable detailed trace event logging. These trace events are expensive even when off, thus they require compile time opt-in|
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|dynamic_linking|Force dynamic linking, which improves iterative compile times|
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|exr|EXR image format support|
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|flac|FLAC audio format support|
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|jpeg|JPEG image format support|
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|minimp3|MP3 audio format support (through minimp3)|
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|mp3|MP3 audio format support|
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|serialize|Enable serialization support through serde|
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|subpixel_glyph_atlas|Enable rendering of font glyphs using subpixel accuracy|
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|symphonia-aac|AAC audio format support (through symphonia)|
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|symphonia-all|AAC, FLAC, MP3, MP4, OGG/VORBIS, and WAV audio formats support (through symphonia)|
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|symphonia-flac|FLAC audio format support (through symphonia)|
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|symphonia-isomp4|MP4 audio format support (through symphonia)|
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|symphonia-vorbis|OGG/VORBIS audio format support (through symphonia)|
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|symphonia-wav|WAV audio format support (through symphonia)|
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|tga|TGA image format support|
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|trace|Tracing support|
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|trace_chrome|Tracing support, saving a file in Chrome Tracing format|
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|trace_tracy|Tracing support, exposing a port for Tracy|
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|wav|WAV audio format support|
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|wayland|Wayland display server support|
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|webp|WebP image format support|
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|wgpu_trace|Save a trace of all wgpu calls|
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|zlib|For KTX2 supercompression|
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