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Comments (6)

nikitalita avatar nikitalita commented on July 23, 2024 1

Ah yeah, here’s the problem:

USER WARNING: Decompression not implemented yet for texture format DXT1 RGB8

Some of the texture formats in godot don’t actually have decompression support built into godot, so we can’t decompress and convert them. I’ve been bugging the devs about this, but it’s low priority right now.

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Azagwen avatar Azagwen commented on July 23, 2024

Aw, that's too bad :(
Thanks for the reply tho! Looking forward to it if it ever gets implemented

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AlexeyGrishin avatar AlexeyGrishin commented on July 23, 2024

Is there any workaround, to somehow get image in any format from such stex file?

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nikitalita avatar nikitalita commented on July 23, 2024

Is there any workaround, to somehow get image in any format from such stex file?

You could modify gdsdecomp to dump the raw image data from the texture, which would be in the converted format (in the case of the example above, DXT1 RGB8).

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Lock-The-Door avatar Lock-The-Door commented on July 23, 2024

I just tried building from source and it looks like it's able to successfully decompress DXTs. I looked at the commit history and the function that's used for decompression has supported DXT decompression for years.
I believe the actual reason for this issue is because the of the module_squish_enabled=no found in the github action since godot uses the squish library to decompress DXT files, resulting in a compiled version without DXT support.

Edit: Sorry for commenting on an old issue btw

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nikitalita avatar nikitalita commented on July 23, 2024

I test locally with all the modules enabled; I had looked into this a while back, and the main problem was that the squish version they were using at the time had all the decompression support ripped out, so it was pointless to include it. I guess they fixed that?

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