renderer/OpenGL: use compressed texture formats for images

BPTC is required to be available OpenGL >= 4.2 and our minimum is 4.3 so
this is safe in terms of support. I tested briefly in a VM and didn't
encounter any problems so this should just be a complete win.

(Note: texture data is already automatically compressed on Metal)
This commit is contained in:
Qwerasd
2025-06-25 10:53:42 -06:00
committed by Mitchell Hashimoto
parent da46a47726
commit 5cb175ff63
3 changed files with 5 additions and 4 deletions

View File

@@ -395,7 +395,7 @@ pub inline fn textureOptions(self: OpenGL) Texture.Options {
_ = self;
return .{
.format = .rgba,
.internal_format = .srgba,
.internal_format = .srgba_compressed,
.target = .@"2D",
};
}

View File

@@ -57,7 +57,6 @@ pub fn init(
opts.internal_format,
@intCast(width),
@intCast(height),
0,
opts.format,
.UnsignedByte,
if (data) |d| @ptrCast(d.ptr) else null,