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Improve wording of block compressions (suggested by @Theo-Asterio)
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1 changed files with 6 additions and 6 deletions
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@ -25,17 +25,17 @@ public partial class ModEditWindow
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{
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{
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("As Is", "Save the current texture with its own format without additional conversion or compression, if possible."),
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("As Is", "Save the current texture with its own format without additional conversion or compression, if possible."),
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("RGBA (Uncompressed)",
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("RGBA (Uncompressed)",
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"Save the current texture as an uncompressed BGRA bitmap. This requires the most space but technically offers the best quality."),
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"Save the current texture as an uncompressed BGRA bitmap.\nThis requires the most space but technically offers the best quality."),
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("BC1 (Simple Compression for Opaque RGB)",
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("BC1 (Simple Compression for Opaque RGB)",
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"Save the current texture compressed via BC1/DXT1 compression. This offers a 8:1 compression ratio and is quick with acceptable quality, but only supports RGB, without Alpha."),
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"Save the current texture compressed via BC1/DXT1 compression.\nThis offers a 8:1 compression ratio and is quick with acceptable quality, but only supports RGB, without Alpha.\n\nCan be used for diffuse maps and equipment textures to save extra space."),
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("BC3 (Simple Compression for RGBA)",
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("BC3 (Simple Compression for RGBA)",
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"Save the current texture compressed via BC3/DXT5 compression. This offers a 4:1 compression ratio and is quick with acceptable quality, and fully supports RGBA."),
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"Save the current texture compressed via BC3/DXT5 compression.\nThis offers a 4:1 compression ratio and is quick with acceptable quality, and fully supports RGBA.\n\nGeneric format that can be used for most textures."),
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("BC4 (Simple Compression for Opaque Grayscale)",
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("BC4 (Simple Compression for Opaque Grayscale)",
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"Save the current texture compressed via BC4 compression. This offers a 8:1 compression ratio and has almost indistinguishable quality, but only supports Grayscale, without Alpha."),
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"Save the current texture compressed via BC4 compression.\nThis offers a 8:1 compression ratio and has almost indistinguishable quality, but only supports Grayscale, without Alpha.\n\nCan be used for face paints and legacy marks."),
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("BC5 (Simple Compression for Opaque RG)",
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("BC5 (Simple Compression for Opaque RG)",
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"Save the current texture compressed via BC5 compression. This offers a 4:1 compression ratio and has almost indistinguishable quality, but only supports RG, without B or Alpha."),
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"Save the current texture compressed via BC5 compression.\nThis offers a 4:1 compression ratio and has almost indistinguishable quality, but only supports RG, without B or Alpha.\n\nRecommended for index maps, unrecommended for normal maps."),
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("BC7 (Complex Compression for RGBA)",
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("BC7 (Complex Compression for RGBA)",
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"Save the current texture compressed via BC7 compression. This offers a 4:1 compression ratio and has almost indistinguishable quality, but may take a while."),
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"Save the current texture compressed via BC7 compression.\nThis offers a 4:1 compression ratio and has almost indistinguishable quality, but may take a while.\n\nGeneric format that can be used for most textures."),
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};
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};
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private void DrawInputChild(string label, Texture tex, Vector2 size, Vector2 imageSize)
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private void DrawInputChild(string label, Texture tex, Vector2 size, Vector2 imageSize)
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