TXTR (Metroid Prime): Difference between revisions

imported>Antidote
No edit summary
>Aruki
 
Line 68: Line 68:
== Image Formats ==
== Image Formats ==


There are 11 different image formats; these are built directly into GX, so they remain the same across all GameCube and Wii games. Rather than storing pixels in a linear left-to-right order, GX textures encode pixels in large blocks. The size of the block varies depending on the image format.
There are 11 different image formats supported by the hardware. Rather than storing pixels in a linear left-to-right order, GameCube textures are swizzled in blocks. Blocks are 32 bytes large (except for RGBA8), with their dimensions varying depending on the BPP of the image format.  


For example, suppose you have a format that stores 4x4 blocks. Pixels 1-4 of the image will make up the first row of the first block; pixels 5-8 will make up the second row; 9-12 will make up the third row; 13-16 will make up the fourth row, completing the block; and then 17-20 will begin the first row of the second block, appearing directly to the right of the first row of the first block.
For example, suppose you have a format that stores 4x4 blocks. Pixels 1-4 of the image will make up the first row of the first block; pixels 5-8 will make up the second row; 9-12 will make up the third row; 13-16 will make up the fourth row, completing the block; and then 17-20 will begin the first row of the second block, appearing directly to the right of the first row of the first block.
Line 143: Line 143:
| 4
| 4
| 8x8
| 8x8
| DXT1-compressed textures.
| Compressed textures (almost the same as DXT1, but with a couple small differences)
|}
|}


Anonymous user