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S3TC textures appear with bad artifacts #8550
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Godot currently uses an old version of libsquish, with a low quality setting ( |
Actually Godot uses the latest version of libsquish: https://github.com/godotengine/godot/blob/master/thirdparty/README.md#squish |
I think I got the version number from a wrong place: this is the repository link from the original author's blog, But using it it still doesn't solve the issue. I'm not 100% sure about this yet but it seems like the output of libsquish is fine, the problem is somewhere else in Godot. |
So far I tried using squishpng (in sourceforge repo) on that texture, and it is indeed giving fair results at all quality settings. So it does seem like the problem is within Godot. |
Within Godot, I confirmed that the generated S3TC is OK, so the problem is definitely somewhere else, possibly within the renderer. This, however, led me to discover that |
OK, found the problem: there is a typo on this line: I'll submit another PR for that. I'll also make sure VRAM quality settings (introduced in #8548) effect the squish quality settings. Just as a note to myself so that I won't forget it: Image::save_png` should be const. |
libsquish, which is used to generate all S3TC textures, works only with RGBA textures. Fixes godotengine#8550.
According to the current plans, Godot will require GL3.3 on desktop which doesn't mandate ETC texture support. Currently, only S3TC textures are used on desktop.
Current S3TC encoder can produce bad artifacts: (uncompressed vs VRAM for the 512x512 albedo texture, prepared in substance painter, from #8457)
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