mirror of https://github.com/godotengine/godot
* Only two texture import modes for low/high quality now: * S3TC/BPTC * ETC2/ASTC * Makes sense given this is the general preferred and most compatible combination in most platforms. * Removed lossy_quality from VRAM texture compression options. It was unused everywhere. * Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA). * Changed MacOS export settings so required texture formats depend on the architecture selected. This solves the following problems: * Makes it simpler to import textures as high quality, without having to worry about the specific format used. * As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it. |
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|---|---|---|
| .. | ||
| export | ||
| README.md | ||
| SCsub | ||
| crash_handler_macos.h | ||
| crash_handler_macos.mm | ||
| detect.py | ||
| dir_access_macos.h | ||
| dir_access_macos.mm | ||
| display_server_macos.h | ||
| display_server_macos.mm | ||
| gl_manager_macos_legacy.h | ||
| gl_manager_macos_legacy.mm | ||
| godot_application.h | ||
| godot_application.mm | ||
| godot_application_delegate.h | ||
| godot_application_delegate.mm | ||
| godot_button_view.h | ||
| godot_button_view.mm | ||
| godot_content_view.h | ||
| godot_content_view.mm | ||
| godot_main_macos.mm | ||
| godot_menu_delegate.h | ||
| godot_menu_delegate.mm | ||
| godot_menu_item.h | ||
| godot_menu_item.mm | ||
| godot_window.h | ||
| godot_window.mm | ||
| godot_window_delegate.h | ||
| godot_window_delegate.mm | ||
| joypad_macos.cpp | ||
| joypad_macos.h | ||
| key_mapping_macos.h | ||
| key_mapping_macos.mm | ||
| logo.svg | ||
| macos_terminal_logger.h | ||
| macos_terminal_logger.mm | ||
| os_macos.h | ||
| os_macos.mm | ||
| platform_config.h | ||
| platform_macos_builders.py | ||
| run_icon.svg | ||
| tts_macos.h | ||
| tts_macos.mm | ||
| vulkan_context_macos.h | ||
| vulkan_context_macos.mm | ||
README.md
macOS platform port
This folder contains the C++, Objective-C and Objective-C++ code for the macOS platform port.
See also misc/dist/macos folder for additional files used
by this platform. misc/dist/macos_tools.app is
an .app bundle template used for packaging the macOS editor, while
misc/dist/macos_template.app is used for
packaging macOS export templates.
Documentation
- Compiling for macOS
- Instructions on building this platform port from source.
- Exporting for macOS
- Instructions on using the compiled export templates to export a project.
- Running Godot apps on macOS
- Instructions on running Godot projects on macOS.