================ Texture Settings ================ The Texture Settings dialog lets you customize how Crown processes a texture for each target platform. To open it, double-click a texture in the :ref:`Project Browser`; Crown will display a dialog similar to this: .. figure:: images/texture_settings_dialog.png :align: center The Texture Settings dialog. Overview -------- On the left, the ``Target Platform`` list shows the platforms you can configure. Select one or more platforms to edit their settings simultaneously. Use ``Left Ctrl`` to select or deselect multiple entries. After selecting platforms, the settings on the right update to reflect the current values. If the selected platforms have different values for a given option, a dash symbol (—) appears to indicate the inconsistency: .. figure:: images/texture_settings_inconsistent_format.svg :align: center Inconsistent format values indicated by a dash symbol. Output ------ Output settings control how Crown processes the source image into GPU-ready assets. These settings are applied per platform so you can accommodate each platform's performance and form-factor constraints. Format ~~~~~~ Choose the output format appropriate for the texture type and platform: * ``BC1``: RGB color with 1-bit alpha; good for opaque color maps. * ``BC2``: RGB color with 4-bits alpha. * ``BC3``: RGB color with full alpha. * ``BC4``: Single-channel (grayscale); useful for heightmaps, font atlases etc. * ``BC5``: Two-channel BC4 useful for tangent-space normal maps. * ``PTC14``: RGB compressed format. * ``RGB8``: Uncompressed RGB (8-bits per channel). * ``RGBA8``: Uncompressed RGBA (8-bits per channel). For a technical reference on BCn formats, see `Understanding BCn Texture Compression Formats `_. Mip-mapping ~~~~~~~~~~~ Control mipmap generation with these options: * ``Generate Mips``: enable or disable automatic mipmap generation. * ``Skip Smallest Mips``: skip generation of the N smallest mip levels to save space. Other flags ~~~~~~~~~~~ * ``Normal Map``: mark the texture as a normal map. This implies linear color processing. * ``Linear``: treat the source as linear data. By default textures are interpreted as sRGB and are converted to linear space during processing; enable ``Linear`` for data textures such as normal maps, LUTs etc. * ``Premultiply Alpha`` - premultiply RGB by alpha before encoding. See `here `_ and `here `_ for details. Saving changes -------------- When you are finished, click the ``Save & Reload`` button at the top right. Crown saves the ``.texture`` resource, compiles it for the affected platforms, and reloads the texture in all viewports and in the running game if any.