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From the Resonite codebase we use:
The following Resonite Enums go through to compressonator for Texture2D:
- TextureCompression.BC1_LZMA
- TextureCompression.BC3_LZMA
- TextureCompression.BC3nm_LZMA
- TextureCompression.ETC2_RGB_LZMA
- TextureCompression.ETC2_RGBA8_LZMA
- TextureCompression.BC4_LZMA
- TextureCompression.BC6H_LZMA
- TextureCompression.BC7_LZMA
These need converting to CMP_Formats, but most are easy. Ignore LZMA on the end, that just means we lzma ontop of the block compression.
I also need to double check the 3D Bitmap variants but we'll start with 2d.
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