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Add small sidenote about astc support
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docs/en/manuals/texture-profiles.md

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@@ -19,6 +19,10 @@ Since all available hardware texture compression is lossy, you will get artifact
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You can select what software image compression is applied on the final texture data (compressed or raw) in the bundle archives. Defold supports [Basis Universal](https://github.com/BinomialLLC/basis_universal) and [ASTC](https://www.khronos.org/opengl/wiki/ASTC_Texture_Compression) compression formats.
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::: sidenote
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Compression is a resource intensive and time consuming operation that can cause _very_ long build times depending on the number of texture images to compress and also the chosen texture formats and type of software compression.
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:::
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### Basis Universal
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Basis Universal (or BasisU for short) compresses the image into a intermediary format that is transcoded at runtime to a hardware format appropriate for the current device's GPU. The Basis Universal format is a high quality but lossy format.
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| 12x12 | 0.89 |
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::: sidenote
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Compression is a resource intensive and time consuming operation that can cause _very_ long build times depending on the number of texture images to compress and also the chosen texture formats and type of software compression.
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While ASTC provides great results, it is not supported on all hardware.
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## Texture profiles

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