Fix 3D HDR texture import with lossless compression

This commit is contained in:
BlueCube3310 2024-10-04 23:38:39 +02:00
parent 1fc8208765
commit 77dab88ef0
2 changed files with 5 additions and 1 deletions

View File

@ -276,6 +276,10 @@ void ResourceImporterLayeredTexture::_save_tex(Vector<Ref<Image>> p_images, cons
f->store_32(0);
f->store_32(0);
if ((p_compress_mode == COMPRESS_LOSSLESS || p_compress_mode == COMPRESS_LOSSY) && p_images[0]->get_format() >= Image::FORMAT_RF) {
p_compress_mode = COMPRESS_VRAM_UNCOMPRESSED; // These can't go as lossy.
}
for (int i = 0; i < p_images.size(); i++) {
ResourceImporterTexture::save_to_ctex_format(f, p_images[i], ResourceImporterTexture::CompressMode(p_compress_mode), used_channels, p_vram_compression, p_lossy);
}

View File

@ -380,7 +380,7 @@ void ResourceImporterTexture::_save_ctex(const Ref<Image> &p_image, const String
f->store_32(0);
f->store_32(0);
if ((p_compress_mode == COMPRESS_LOSSLESS || p_compress_mode == COMPRESS_LOSSY) && p_image->get_format() > Image::FORMAT_RGBA8) {
if ((p_compress_mode == COMPRESS_LOSSLESS || p_compress_mode == COMPRESS_LOSSY) && p_image->get_format() >= Image::FORMAT_RF) {
p_compress_mode = COMPRESS_VRAM_UNCOMPRESSED; //these can't go as lossy
}