|Available since LÖVE 0.9.0|
|This enum is not supported in earlier versions.|
|Deprecated in LÖVE 11.0|
|It has been superseded by PixelFormat..|
Unlike traditional PNG or jpeg, these formats stay compressed in RAM and in the graphics card's VRAM. This is good for saving memory space as well as improving performance, since the graphics card will be able to keep more of the image's pixels in its fast-access cache when drawing it.
|In LÖVE versions prior to 0.10.0, these constants are all lower-case.|
- The DXT1 format. RGB data at 4 bits per pixel (compared to 32 bits for ImageData and regular Images.) Suitable for fully opaque images on desktop systems.
- The DXT3 format. RGBA data at 8 bits per pixel. Smooth variations in opacity do not mix well with this format.
- The DXT5 format. RGBA data at 8 bits per pixel. Recommended for images with varying opacity on desktop systems.
- The BC4 format (also known as 3Dc+ or ATI1.) Stores just the red channel, at 4 bits per pixel.
- The signed variant of the BC4 format. Same as above but pixel values in the texture are in the range of [-1, 1] instead of [0, 1] in shaders.
- The BC5 format (also known as 3Dc or ATI2.) Stores red and green channels at 8 bits per pixel.
- The signed variant of the BC5 format.
Not all formats are supported in love.graphics Images on all systems, although the DXT formats have close to 100% support on desktop operating systems.
The BC4 and BC5 formats are supported on systems with DirectX 10 / OpenGL 3-capable desktop hardware and drivers. The BC6H and BC7 formats are only supported on desktop systems with DirectX 11 / OpenGL 4-capable hardware and very recent drivers. macOS does not support BC6H or BC7 at all currently.
ETC1 is supported by Android devices, as well as newer (OpenGL ES 3-capable) iOS devices.
The PVR1 formats are supported by iOS devices, as well as Android devices with PowerVR GPUs.
The ETC2 and EAC formats are supported by newer (OpenGL ES 3-capable) iOS and Android devices.
ASTC is only supported by very new mobile devices (e.g. the iPhone 6), and the latest Skylake (and newer) integrated Intel GPUs. It has a variety of variants to allow for picking the most compressed possible one that doesn't have any noticeable compression artifacts, for a given texture.
Use love.graphics.getCompressedImageFormats to check for support:
local supportedformats = love.graphics.getCompressedImageFormats() if not supportedformats["DXT5"] then -- Can't load CompressedImageData with the DXT5 format into images! -- On some Linux systems with Mesa drivers, the user will need to install a "libtxc-dxtn" package because the DXT (aka S3TC) formats used to be patented. -- Support for DXT formats on all other desktop drivers is pretty much guaranteed. end if not supportedformats["BC5"] then -- Can't load CompressedImageData with the BC5 format into images! -- The user likely doesn't have a video card capable of using that format. end
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