Comments (6)
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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Aw, that's too bad :(
Thanks for the reply tho! Looking forward to it if it ever gets implemented
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Is there any workaround, to somehow get image in any format from such stex file?
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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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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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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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