Godot Version
4.4 Stable
Question
Has anyone encountered an issue where none of the Image.compress() compression methods work when building for android?
The code example:
func _ready():
image = Image.load_from_file("res://icon.png")
if image.compress(Image.COMPRESS_S3TC) == OK:
print(image.is_compressed())
if image.compress(Image.COMPRESS_ETC2) == OK:
print(image.is_compressed())
if image.compress(Image.COMPRESS_ASTC) == OK:
print(image.is_compressed())
texture = ImageTexture.create_from_image(image)
Will result in
Even with rendering/textures/vram_compression/import_s3tc_bptc
set to true
.
Desktop build compiles as intended:
I really need this to save up on some VRAM in my projects.
I have 24 and 34 Android Tools installed, no errors during compile.