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Add 16-bits TGA support #65717
Add 16-bits TGA support #65717
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We made a decision not to support dithered artwork, but not sure the current state of this decision. |
Does that also mean that the RGB565 / RGB5551 |
This is only for import – the resulting image format remains whatever Godot supports.
No, they won't be dropped. I think @fire is referring to paletted (256-color) textures, which Godot can import (e.g. from PNGs) but GPUs haven't supported for decades. These are converted to RGB8 or RGBA8 on import depending on whether the PNG contains an alpha channel. |
I see that the RGBA5551 TGA is still being saved as an Image::FORMAT_RGBA8 (32-bit). |
It seems the TGA loader simply converts anything it reads to |
On another note, while I recently used |
The only mention of 16-bit BMP I can see is in #30634. I don't think there's a specific reason for 16-bit BMP not being supported, so feel free to add support for it as well 🙂 Please do so in a separate pull request, so they can be reviewed and merged independently. |
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Seems fine to me!
Thanks! And congrats for your first merged Godot contribution 🎉 |
Cherry-picked for 3.6 |
This adds support for TGA files with 16 bits per pixel (basically, RGBA5551, where the alpha bit is optional).
It should be possible to cherry-pick this into
3.x
branch with no conflicts too.Closes #65715