Files
sbox-public/engine/Sandbox.Engine/Resources/Textures/Bitmap
Carson Kompon 8c9270c625 Fix Texture color space and add FormatOverride to TextureGenerator (#4993)
* Only linearize during EncodeTo, not on load/FloatBitmap creation (so we don't end up linearizing twice in some instances)

* Lossless texturegenerators are stored as png blob so they are still compressed without any artifacting

* Only RGBA8888 uses ToPng, and update comments to make more sense

* Revert any SRGB-related stuff

* use formatoverride instead of lossless, matches behaviour or Texture.Save

* Something interesting I noticed from Carson's changes, VTEX_FORMAT_PNG_RGBA8888 stores the RGBA8 texture on disk with png compression, let's experiment with that for both TextureCompiler and Texture.Save

* Remove mipCount disablement for formatOverride in TextureResourceCompiler

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Co-authored-by: Sam Pavlovic <sam@sampavlovic.com>
2026-06-05 11:25:19 -04:00
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