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Won't Fix

Votes

3

Found in

2019.3.6f1

Issue ID

1231822

Regression

No

Texture importer assigns wrong texture compression formats to lightmap textures

Progressive Lightmapper

-

Steps to reproduce:

1. Download and open the attached project
2. Open the SampleScene
3. Make sure that Auto Generate is disabled
4. Bake the lighting
5. Navigate to Assets > Scenes > SampleScene folder
6. Select any of the lightmap textures (lightmap, shadowmask, directionality)
7. In the texture importer, cycle between different compression quality presets

Expected result: different compression quality presets assign a unique texture format
Actual result: Low, and Normal compression quality presets contain identical texture formats

Notes:

- Reproduces on 2017.4.38f1, 2018.4.20f1, 2019.3.6f1
- For more information please refer to the following Favro card: https://favro.com/organization/c564ede4ed3337f7b17986b6/0ae5422e2f78207a0998ab80?card=Uni-132740

  1. Resolution Note (2020.2.X):

    Some platforms do not have many valid/suitable formats to choose from. For example on Windows BC6 *is* the compression for HDR textures so the quality setting doesn't make much sense here. Therefore some compression quality settings (e.g. Low and Normal) may resolve to the same concrete texture format on a particular platform. Considering this, I don't that this is actually a bug. The current behavior is by design.

    That being said, I understand the current behavior can be surprising. This UX issue if something that we are aware of although we have not yet identified a good way to solve it.

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