diff options
Diffstat (limited to 'src/render/texture/qtexture.cpp')
-rw-r--r-- | src/render/texture/qtexture.cpp | 14 |
1 files changed, 12 insertions, 2 deletions
diff --git a/src/render/texture/qtexture.cpp b/src/render/texture/qtexture.cpp index 4254a977f..1ccf48b5d 100644 --- a/src/render/texture/qtexture.cpp +++ b/src/render/texture/qtexture.cpp @@ -1321,7 +1321,12 @@ void QTextureLoader::setSource(const QUrl& source) This property specifies whether the texture should be mirrored when loaded. This is a convenience to avoid having to manipulate images to match the origin of the texture coordinates used by the rendering API. By default this property - is set to true. This has no effect when using compressed texture formats. + is set to true. This has no effect when using GPU compressed texture formats. + + \warning This property results in a performance price payed at runtime when + loading uncompressed or CPU compressed image formats such as PNG. To avoid this + performance price it is better to set this property to false and load texture + assets that have been pre-mirrored. \note OpenGL specifies the origin of texture coordinates from the lower left hand corner whereas DirectX uses the the upper left hand corner. @@ -1337,7 +1342,12 @@ void QTextureLoader::setSource(const QUrl& source) This property specifies whether the texture should be mirrored when loaded. This is a convenience to avoid having to manipulate images to match the origin of the texture coordinates used by the rendering API. By default this property - is set to true. This has no effect when using compressed texture formats. + is set to true. This has no effect when using GPU compressed texture formats. + + \warning This property results in a performance price payed at runtime when + loading uncompressed or CPU compressed image formats such as PNG. To avoid this + performance price it is better to set this property to false and load texture + assets that have been pre-mirrored. \note OpenGL specifies the origin of texture coordinates from the lower left hand corner whereas DirectX uses the the upper left hand corner. |