Bevy supports a variety of compressed image formats that can also contain mipmaps. This plugin is intended for situations where the use of those formats is impractical (mostly prototyping/testing). With this plugin, mipmap generation happens slowly on the cpu.
Instead of using this plugin, consider using the new CompressedImageSaver.
For generating compressed textures ahead of time also check out:
In my experience, many of these compressed formats can be used with bevy in gltf
files. This can be done by converting and replacing the images included in the gltf
and then setting the mimeType with something like: "mimeType": "image/ktx2"
(for ktx2)
.add_plugins(DefaultPlugins)
// Add MipmapGeneratorPlugin after default plugins
.add_plugin(MipmapGeneratorPlugin)
// Add material types to be converted
.add_system(generate_mipmaps::<StandardMaterial>)
When materials are created, mipmaps will be created for the images used in the material.
Mipmaps will not be generated for materials found on entities that also have the NoMipmapGeneration
component.
For use with custom materials, just implement the GetImages trait for the custom material.
pub trait GetImages {
fn get_images(&self) -> Vec<&Handle<Image>>;
}
impl GetImages for StandardMaterial {
fn get_images(&self) -> Vec<&Handle<Image>> {
vec![
&self.base_color_texture,
&self.emissive_texture,
&self.metallic_roughness_texture,
&self.normal_map_texture,
&self.occlusion_texture,
]
.into_iter()
.flatten()
.collect()
}
}
- Support more texture formats.
- Support re-running if images are updated.