bevy/crates/bevy_render/src
KernelUwU 95aa387cd0
Added WebP image format support (#8220)
# Objective

WebP is a modern image format developed by Google that offers a
significant reduction in file size compared to other image formats such
as PNG and JPEG, while still maintaining good image quality. This makes
it particularly useful for games with large numbers of images, such as
those with high-quality textures or detailed sprites, where file size
and loading times can have a significant impact on performance.

By adding support for WebP images in Bevy, game developers using this
engine can now take advantage of this modern image format and reduce the
memory usage and loading times of their games. This improvement can
ultimately result in a better gaming experience for players.

In summary, the objective of adding WebP image format support in Bevy is
to enable game developers to use a modern image format that provides
better compression rates and smaller file sizes, resulting in faster
loading times and reduced memory usage for their games.

## Solution

To add support for WebP images in Bevy, this pull request leverages the
existing `image` crate support for WebP. This implementation is easily
integrated into the existing Bevy asset-loading system. To maintain
compatibility with existing Bevy projects, WebP image support is
disabled by default, and developers can enable it by adding a feature
flag to their project's `Cargo.toml` file. With this feature, Bevy
becomes even more versatile for game developers and provides a valuable
addition to the game engine.

---

## Changelog

- Added support for WebP image format in Bevy game engine

## Migration Guide

To enable WebP image support in your Bevy project, add the following
line to your project's Cargo.toml file:

```toml
bevy = { version = "*", features = ["webp"]}
```
2023-03-28 19:53:55 +00:00
..
camera Temporal Antialiasing (TAA) (#7291) 2023-03-27 22:22:40 +00:00
color Color::Lcha constructors (#8041) 2023-03-11 18:50:16 +00:00
mesh Fix documentation on RegularPolygon (#8164) 2023-03-22 23:17:13 +00:00
primitives Derive Copy for Aabb (#7401) 2023-01-30 18:27:58 +00:00
render_graph Make render graph slots optional for most cases (#8109) 2023-03-21 20:11:13 +00:00
render_phase implement TypeUuid for primitives and fix multiple-parameter generics having the same TypeUuid (#6633) 2023-02-16 17:09:44 +00:00
render_resource Allow SPIR-V shaders to process when shader defs are present (#7772) 2023-03-19 09:26:26 +00:00
renderer Make render graph slots optional for most cases (#8109) 2023-03-21 20:11:13 +00:00
texture Added WebP image format support (#8220) 2023-03-28 19:53:55 +00:00
view Temporal Antialiasing (TAA) (#7291) 2023-03-27 22:22:40 +00:00
extract_component.rs Schedule-First: the new and improved add_systems (#8079) 2023-03-18 01:45:34 +00:00
extract_param.rs Increase type safety and clarity for change detection (#7905) 2023-03-09 17:17:02 +00:00
extract_resource.rs Schedule-First: the new and improved add_systems (#8079) 2023-03-18 01:45:34 +00:00
globals.rs Schedule-First: the new and improved add_systems (#8079) 2023-03-18 01:45:34 +00:00
globals.wgsl Refactor Globals and View structs into separate shaders (#7512) 2023-02-11 17:55:18 +00:00
lib.rs docs: update docs and comments that still refer to stages (#8156) 2023-03-27 21:50:21 +00:00
pipelined_rendering.rs Schedule-First: the new and improved add_systems (#8079) 2023-03-18 01:45:34 +00:00
render_asset.rs Schedule-First: the new and improved add_systems (#8079) 2023-03-18 01:45:34 +00:00
settings.rs add OpenGL and DX11 backends (#7481) 2023-02-04 23:20:20 +00:00
spatial_bundle.rs enum Visibility component (#6320) 2022-12-25 00:39:29 +00:00