The Defold Dictionary

This is a great idea and should be followed by changes to the documentation and manuals! :smiley:

Also some additions from my site:

Mipmaps
This image from LearnOpenGL - Textures explains to me visually what mipmaps are:


For objects far away from the player/camera, we don’t need to set high resolution textures as this is time and memory consuming and hard for shaders to specify a proper color for our screens. Thus an idea of mipmaps was introduced - where higher definition image is duplicated in half of the resolution and so on, and so on. As mentioned above, Defold is taking care of optimizing the textures with mipmaps by default or with our changes to the profile. There are few levels of optimization/compression. The naming was changed in 1.2.185 and current levels are:

LEVEL Note
FAST Fastest compression. Low image quality
NORMAL Default compression. Best image quality
HIGH Slowest compression. Smaller file size
BEST Slow compression. Smallest file size

You should do your tests of course, but here is also a comment section in the source code of Defold engine (introduced in 1.2.185)

// FAST - low amount of compression, quality is almost exactly the same quality as uncompressed
// NORMAL - medium amount of compression, slight change in image quality
// HIGH - high compression ratio but visible reduction in quality
// BEST - maximum compression ratio and visible compression artifacts

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