-
-
Notifications
You must be signed in to change notification settings - Fork 21.8k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
FLIF support #31568
Comments
How does adding FLIF support help? For example: I assisted zylann with openexr export because it was necessary to have a format that can export 16bit or 32bit per component channels to an image. Godot uses an internal packing for image formats called stex when exported, so the size saving doesn't help. The use cases for FLIF sounds like png use cases, just use png? |
Thirdly FLIF is LGPL v3 and that is less compatible with Godot's MIT license. I cannot find any other implementation. https://www.reddit.com/r/programming/comments/3n7yvx/flif_free_lossless_image_format/cvlmnb3/ mentioned that it is slow, but I haven't tested those claims. |
Given FLIF's encoder license and the low activity of its development repository (last commit on 2018-10-26 as of writing), I think we should close this. See also this GitHub issue for more context. Also, keep in mind FLIF is relatively slow to decode/encode compared to other formats such as PNG or even WebP. This can affect loading times negatively, making its use in games impractical. |
requesting this format to be supported
it achieves a 43% smaller file size than lossless png, 14% smaller than a lossless webp
https://flif.info/index.html
The text was updated successfully, but these errors were encountered: