Image
From Esenthel
Textures are required to be in GFX format, by importing them from BMP PNG JPG TGA DDS formats.
Converting images to GFX textures used on 3D models (materials) is done in Mesh Editor tool.
Converting images to GFX textures used in 2D graphics is done in Converter tool.
Due to old video cards limitations, textures dimensions are encouraged to be a power of 2, for example 256x256, 512x512, 1024x1024, they can also be a rectangle (for example 512x1024).
Image Formats for Textures:
| Total Size Per Pixel | Alpha | RGB | Supported on Desktop | Supported on Mobile | |
|---|---|---|---|---|---|
| A8 | 8-bits | 8-bit | none | Yes | Yes |
| B8G8R8A8 | 32-bits | 8-bit | 8-bit per channel (24 total) | Yes | Yes |
| DXT3 | 8-bits | compressed (sharp) | compressed | Yes | converted to B8G8R8A8 when loaded |
| DXT5 | 8-bits | compressed (smooth) | compressed | Yes | converted to B8G8R8A8 when loaded |
| PVRTC2 | 2-bits | compressed | compressed | converted to B8G8R8A8 when loaded | Yes |
| PVRTC4 | 4-bits | compressed | compressed | converted to B8G8R8A8 when loaded | Yes |
DXT3 format has generally worse quality of the Alpha channel when compared to DXT5 format.
Most recommended is DXT5 format, if you need more precision please use B8G8R8A8, or if you just need to store one channel in full 8-bit precision then you can consider using A8.
For Mobile devices (OpenGL ES) it is recommended to use B8G8R8A8 for small Gui images, and PVRTC2 or PVRTC4 for bigger images or Material textures.
