I was curious about Kha and compressed textures and/or bitmap fonts. I noticed that the OpenGL Tutorial I was going through essentially said not to use normal texture formats, but to use a compressed texture format that is native to the GPU. I also noticed that another tutorial used a bitmap image for text instead of using a TTF font. I know that Godot 3 has tooling to convert textures and fonts as well.
I was wondering if there was a reason that Kha uses normal textures formats instead of compressing them. The workflow is already setup because Khamake does convert the images for different platforms. I'm not saying that Kha should, I'm still learning all of this stuff, I was just wondering whether or not it was a performance disadvantage that it doesn't convert them.