67 lines
2.5 KiB
ReStructuredText
67 lines
2.5 KiB
ReStructuredText
.. _doc_exporting_images:
|
|
|
|
Exporting images
|
|
================
|
|
|
|
It is often desirable to perform an operation on all or a group of
|
|
images upon export. Godot provides some tools for this. Examples of
|
|
such operations are:
|
|
|
|
- Converting all images from a lossless format to a lossy one (ie: png
|
|
-> WebP) for greater compression.
|
|
- Shrinking all images to half the size, to create a low resolution
|
|
build for smaller screens.
|
|
- Create an atlas for a group of images and crop them, for higher
|
|
performance and less memory usage.
|
|
|
|
Image export options
|
|
--------------------
|
|
|
|
In the "Project Export Settings" dialog, go to the Images tab:
|
|
|
|
.. image:: /img/exportimages.png
|
|
|
|
In this dialog the image extensions for conversion can be selected, and
|
|
operations can be performed that apply to all images (except those in
|
|
groups, see the next section for those):
|
|
|
|
- **Convert Image Format**: Probably the most useful operation is to
|
|
convert to Lossy (WebP) to save disk space. For lossy, a Quality bar
|
|
can set the quality/vs size ratio.
|
|
- **Shrink**: This allows to shrink all images by a given amount. It's
|
|
useful to export a game to half or less resolution for special
|
|
devices.
|
|
- **Compress Formats**: Allows to select which image extensions to
|
|
convert.
|
|
|
|
On export, Godot will perform the desired operation. The first export
|
|
might be really slow, but subsequent exports will be fast, as the
|
|
converted images will be cached.
|
|
|
|
Image group export options
|
|
--------------------------
|
|
|
|
This section is similar to the previous one, except it can operate on a
|
|
selected group of images. When a image is in a group, the settings from
|
|
the global export options are overridden by the ones from the group. An
|
|
image can only be in one group at a time. So if the image is in a group
|
|
other than the current one being edited, it will not be selectable.
|
|
|
|
.. image:: /img/imagegroup.png
|
|
|
|
Atlas
|
|
~~~~~
|
|
|
|
Grouping images allows a texture atlas to be created. When this mode is
|
|
active, a button to preview the resulting atlas becomes available. Make
|
|
sure that atlases don't become too big, as some hardware will not
|
|
support textures bigger than 2048x2048 pixels. If this happens, just
|
|
create another atlas.
|
|
|
|
The atlas can be useful to speed up drawing of some scenes, as state
|
|
changes are minimized when drawing from it (though unlike other
|
|
engines, Godot is designed so state changes do not affect it as much).
|
|
Textures added to an atlas get cropped (empty spaces around the image
|
|
are removed), so this is another reason to use them (save space). If
|
|
unsure, though, just leave that option disabled.
|