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ResourceImporterLayeredTexture mismatched compress options #42043
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There are two ways to fix this: The quick and easy way is to remove the Lossy (WebP) option. The longer way is to actually add lossy compression to the enum and FYI the importer in 4.0 is quite different, but does include lossy compression. |
Removing the extra option should be the way to go for now. |
Ok, would you like a PR against 3.2? It's a very small change. |
Yes, that would be great :) |
…rLayeredTexture
…r-options Fix #42043, mismatched compress options in ResourceImporterLayeredTex…
Fixed by #42045. |
Godot version:
3.2.2
OS/device including version:
N/A
Issue description:
In a recent update the 'Lossy (WebP)' compress option was added to the importer options for
ResourceImporterLayeredTexture
, but neither the compress enum nor the_save_tex
function were updated to match.The option is added in
get_import_options
on this line.But the enum doesn't have that option.
Nor does the _save_tex method.
We've now got a mismatch, where choosing Lossy WebP in the importer UI actually generates Video RAM textures, choosing Video RAM generates Uncompressed, and Uncompressed errors.
Steps to reproduce:
Minimal reproduction project:
ResourceImporterLayeredTexture mismatched compress options.zip
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