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Update documentation on using compressed textures.
Correct the multiAtlas example. Remove link to Mali, which has been discontinued. Expand guidance on making valid compressed textures.
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1 changed files with 22 additions and 6 deletions
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@ -379,10 +379,10 @@ var CompressedTextureFile = new Class({
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* const path = 'assets/compressed';
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*
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* this.load.texture('yourAtlas', {
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* 'ASTC': { type: 'PVR', atlasURL: `${path}/textures.json` },
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* 'PVRTC': { type: 'PVR', atlasURL: `${path}/textures-pvrtc-4bpp-rgba.json` },
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* 'S3TC': { type: 'PVR', atlasURL: `${path}/textures-dxt5.json` },
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* 'IMG': { atlasURL: `${path}/textures.json` }
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* 'ASTC': { type: 'PVR', multiAtlasURL: `${path}/textures.json`, multiPath: `${path}` },
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* 'PVRTC': { type: 'PVR', multiAtlasURL: `${path}/textures-pvrtc-4bpp-rgba.json`, multiPath: `${path}` },
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* 'S3TC': { type: 'PVR', multiAtlasURL: `${path}/textures-dxt5.json`, multiPath: `${path}` },
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* 'IMG': { multiAtlasURL: `${path}/textures.json`, multiPath: `${path}` }
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* });
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* }
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* ```
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@ -434,10 +434,26 @@ var CompressedTextureFile = new Class({
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*
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* Texture Packer (https://www.codeandweb.com/texturepacker/tutorials/how-to-create-sprite-sheets-for-phaser3?utm_source=ad&utm_medium=banner&utm_campaign=phaser-2018-10-16)
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* PVRTexTool (https://developer.imaginationtech.com/pvrtextool/) - available for Windows, macOS and Linux.
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* Mali Texture Compression Tool (https://developer.arm.com/tools-and-software/graphics-and-gaming/mali-texture-compression-tool)
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* ASTC Encoder (https://github.com/ARM-software/astc-encoder)
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*
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* ASTCs must have a Channel Type of Unsigned Normalized Bytes (UNorm).
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* Compressed textures will appear darker than normal textures. This is because
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* the Web uses sRGB colorspace, but compressed textures are sampled as linear
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* colorspace. You must adjust your textures to be lighter before compression.
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* See https://imagemagick.org/Usage/color_basics/#srgb for more details.
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* You can do this with ImageMagick (https://imagemagick.org/index.php) using
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* the following command:
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*
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* `magick input.png -set colorspace RGB -colorspace sRGB output.png`
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*
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* You must ensure that compressed textures meet the following standards for use
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* in WebGL and Phaser:
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*
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* - PVRTC must have a power-of-two width and height.
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* - MIPMaps, if present, must have a power-of-two width and height.
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* - S3TC S3TCSRGB, RGTC, and BPTC must have width and height divisible by 4.
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* - ASTC must have a Channel Type of Unsigned Normalized Bytes (UNorm). In fact, all compressed textures should be UNorm, but ASTC presents many other options.
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*
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* If in doubt, a power-of-two resolution is always a safe bet.
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*
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* The file is **not** loaded right away. It is added to a queue ready to be loaded either when the loader starts,
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* or if it's already running, when the next free load slot becomes available. This happens automatically if you
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