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Add an import option to force TextureArrays as normal maps for RGTC Compression(redo) #52212
Add an import option to force TextureArrays as normal maps for RGTC Compression(redo) #52212
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It seems you forgot to load in the proper .clang-format
configuration (located in the root folder of the Godot repository), as the default configuration was used instead. We don't have forced line wrapping in Godot's codebase 🙂
for now i manually i ran clang format with "https://github.com/godotengine/godot/blob/master/.clang-format" on the file. |
clang-format should only have changed the lines you added, rather than changing everything in the file. |
so this has problems? i redo it again? |
Yes, you should either fix the clang-format setup or perform the formatting manually to follow the code style guidelines I linked. |
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i have added the option to chose normal map for channel pack. this will force the to use red and green channels for the texture only. the option is added meaning it will not conflict with the existing settings. i have made this change as a response to my own proposal Bugsquad edit: Closes godotengine/godot-proposals#3184
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i think it should be fixed now. i'm getting a hang of it. |
I'm not familiar with this import pipeline to say if this is a good change, but the commits should be squashed in prevision for a potential merge. See PR workflow for instructions. |
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
all i know is that normal mode force is needed for texture arrays too. if there is a desired way to use it, i would like to know to make the appropriate changes. this is what i came up with. personally i think the regular texture import makes no sense. because normal mode ends up affecting channel packing. so does the roughness feature which i saw but haven't used before. i think there should be just a basic way to set used channels. and force things. the whole import pipeline is getting too copmlicated. |
@@ -356,6 +356,9 @@ Error ResourceImporterLayeredTexture::import(const String &p_source_file, const | |||
Image::CompressSource csource = Image::COMPRESS_SOURCE_GENERIC; | |||
if (channel_pack == 0) { | |||
csource = Image::COMPRESS_SOURCE_SRGB; | |||
} else if (channel_pack == 2) { |
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Should probably define some enum at this point so the code is not full of magic numbers.
Thanks! |
this is a redo of the pull request : #52058
i'm a noob on github and i deleted it.
i have added the option to chose normal map for channel pack. this will force the to use red and green channels for the texture only. the option is added meaning it will not conflict with the existing settings.
i have made this change as a response to my own proposal
Bugsquad edit: Closes godotengine/godot-proposals#3184