05cd5b4b02
Make Quat distinct, replace GameObject.rotation by a union (with quat and euler).
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Replace `@` quat multiplication by `*` to avoid confusion.
2025-01-21 12:56:34 +01:00
67307032da
Textures: Add several defines and constructor options for compression, cache.
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* Add defines `myouForceAstc`, `myouMinTextureChannels`,
`myouLoadUncompressedTextures` and `myouAllCacheFilesExist`.
* Suppress warning messages about emulation for `myouForceAstc`.
* Add argument `use_compression` to `newTexture` (default `true`)
2024-12-16 21:05:21 +01:00
60a896f513
Workaround for images with less channels than the supposed texture format.
2024-09-13 02:18:37 +02:00
7f0ebc122a
Add support for BCn texture compression formats (except BC2, BC6) with BC7enc.
2024-09-05 00:22:05 +02:00
878137db71
Load textures in a thread and optionally compress them (in ASTC only for now).
2024-09-03 15:59:15 +02:00
d784dd3a52
Replace the use of pointer/len and "done()" by SliceMem and destructors.
2024-08-31 00:40:02 +02:00
49d919f43d
Move API-agnostic image procs out of texture
, to prepare to add threads.
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* Procs `loadFileFromPointersLen`, `getDimensionsFormat` and related graphics
API-agnostic functions have been moved into their own module `texture_decode`.
* New directory `gpu_formats` added, where we will put all modules related to
decoding, optimizing and caching meshes and textures (independently of the
graphics API being used) in a separate thread or threads.
2024-08-29 22:54:04 +02:00