README.md: Mention Godot 3.x .stx and ASTC.

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David Korth 2021-09-04 03:54:06 -04:00
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### Texture Formats
| System | Properties Tab | Metadata | Internal Images | External Scans |
| Texture Format | Properties Tab | Metadata | Internal Images | External Scans |
|:------------------------:|:--------------:|:--------:|:---------------:|:--------------:|
| ASTC container | Yes | Yes | Image | N/A |
| Godot 3.x .stex | Yes | Yes | Image | N/A |
| Leapster Didj .tex | Yes | Yes | Image | N/A |
| Khronos KTX | Yes | Yes | Image | N/A |
| Khronos KTX2 | Yes | Yes | Image | N/A |
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* Nintendo 3DS: Tiled and twiddled RGB565
* GameCube: Tiled RGB5A3 and CI8 with RGB5A3 palette
* S3TC: DXT1, DXT2, DXT3, DXT4, DXT5, BC4, and BC5 codecs.
* Supported file formats: DDS, KTX, KTX2, VTF, VTF3, XPR
* GameCube 2x2-tiled DXT1 is supported in GVR texture files.
* BC7: Supported in DDS, KTX, KTX2, and PowerVR 3.0.0 texture files.
* BC7: Supported in multiple texture file formats.
* The implementation is somewhat slow. (Contributions welcome.)
* PVRTC: Supported in DDS, KTX, KTX2, and PowerVR 3.0.0 texture files.
* PVRTC: Supported in multiple texture file formats.
* PVRTC-II: Partially supported. The hard transition flag and images
that aren't a multiple of the tile size are not supported.
* ASTC: Supported in multiple texture file formats.
### Audio Formats
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* [maxcso](https://github.com/unknownbrackets/maxcso) for documentation on the
compressed formats used by unofficial Sony PlayStation Portable disc image
loaders.
* [Godot Engine](https://github.com/godotengine/godot) for documentation on
Godot's own .stex format.
* [Vulkan SDK for Android](https://arm-software.github.io/vulkan-sdk/_a_s_t_c.html)
for the ASTC file format header.