Creates a new import options object that allows you to customize how are textures imported.
OptionalisInternalConstructor: booleanDetermines the content type of the imported image. The type serves two purposes:
Determines the type of the improted environment map.
Only used if contentType is EnvironmentMap.
Preferred sampling mode when rendering this texture.
Pixel format to import as.
Enables automatic texture compression based on the selected format. This is highly recommended to lower the VRAM requirements, streaming performance and on-disk usage.
If the selected format is already a compressed format, this option is ignored.
When mip map generation is enabled, determines if the mip maps will be cached on disk. For most scenarios, it is likely faster to generate the mip map data when loading in the texture dynamically.
Determines whether the texture data should be treated as if its in sRGB (gamma) space. Such texture will be converted by hardware to linear space before use on the GPU.
Determines whether the texture data is also stored in main memory, available for fast CPU access. However, asynchronous GPU read-back should be preferred to be used in the rendering pipeline. For compressed textures, the CPU cache data remains compressed and must be manually decompressed before use.
Enables or disables mipmap generation for the texture.
Determines the maximum number of samples allowed during anisotropic filtering. Should be in range [1, 16], but the maximum range can be higher or lower depending on the hardware.
Maximum mip level to generate when generating mipmaps. If 0 then the entire mip-map chain will be generated.
Determines the format of the Normal or Vector Map.
Only used if contentType is a type that contains normal or vector information such as NormalMapTangent. The
default normal map type is DirectX using OpenGL incurs a performs hit during import.
VirtualChecks if this object has the same contents as the provided one.
Contains import options you may use to control how is a texture imported.