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Asked By | sjml |
Is there any way, when using the ResourceLoader to load an image directly (not going through a texture) to tell it up front that it should be stored as FORMAT_R8? I’m pulling in a pretty large image that only contains an alpha channel, and while I can convert it right after load, it feels like not the most efficient use of memory.
I haven’t used it much, but are you aware of the Image
class?
Image — Godot Engine (stable) documentation in English
jgodfrey | 2020-11-29 20:54
Yes, that’s what I’m using to load it. But it doesn’t let me specify the format at load time.
sjml | 2020-11-29 20:55
(Currently messing with different file formats to see if I can get Godot to auto-detect what the file is.)
sjml | 2020-11-29 20:57
Ah, yeah, got it. Poking around, I wonder about…
- Load the raw data via
File.get_buffer()
to load the data as aPoolByteArray
- Create the image via
Image.create_from_data()
which accepts the data from aPoolByteArray
and allows a format to be specified…
Though, I’ve never tried it…
jgodfrey | 2020-11-29 21:16