force BC3 instead of BC1a compression for alpha textures

This commit is contained in:
Stephen Birarda 2017-05-23 14:16:43 -07:00
parent 4c652487d0
commit 898433f42e

View file

@ -493,6 +493,10 @@ gpu::TexturePointer TextureUsage::process2DTextureColorFromImage(const QImage& s
if (validAlpha) {
processTextureAlpha(image, validAlpha, alphaAsMask);
// NOTE: This disables BC1a compression becuase it was producing odd artifacts on text textures
// for the tutorial. Instead we use BC3 (which is larger) but doesn't produce the same artifacts).
alphaAsMask = false;
}
gpu::TexturePointer theTexture = nullptr;