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Planetarian (talk | contribs) LUTS section |
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Every texture format has its texture data divided into 8x8 tiles. See [[SMDH#Icon_graphics|SMDH]] for more information. | Every texture format has its texture data divided into 8x8 tiles. See [[SMDH#Icon_graphics|SMDH]] for more information. | ||
ETC1 is a compressed texture format which compresses blocks of 4x4 pixels into u64s. These u64 are traditionally stored in big endian; however, nintendo's implementation stores them in little endian. ETC1 textures are stored in 8x8 tiles; decompressed 4x4 therefore have to be organized accordingly. See [https://gist.github.com/smealum/8897237] for implementation example. | ETC1 is a compressed texture format which compresses blocks of 4x4 pixels into u64s. These u64 are traditionally stored in big endian; however, nintendo's implementation stores them in little endian. ETC1 textures are stored in 8x8 tiles; decompressed 4x4 therefore have to be organized accordingly. See [https://gist.github.com/smealum/8897237] for implementation example. | ||
== LUTS == | |||
Appears to contain color lookup tables possibly for use with shaders. | |||
LUTS Header: | |||
{| class="wikitable" | |||
|- | |||
! Offset | |||
! Length | |||
! Description | |||
|- | |||
| 0x0 | |||
| 0x4 | |||
| Magic "LUTS" | |||
|- | |||
| 0x4 | |||
| 0x2 | |||
| Seems to adhere to powers of 2 (width/height/flags?) | |||
|- | |||
| 0x6 | |||
| 0x2 | |||
| Seems to adhere to powers of 2 (width/height/flags?) | |||
|- | |||
| 0x8 | |||
| 0x4 | |||
| ? | |||
|- | |||
| 0xC | |||
| 0x8 | |||
| all zeroes ? | |||
|- | |||
| 0x14 | |||
| 0x4 | |||
| ? | |||
|- | |||
| 0x18 | |||
| 0x4 | |||
| Offset to DICT (self-relative) ? | |||
|} | |||
All observed instances have an otherwise unreferenced DICT section immediately afterward (the last LUTS value being a 0x4, which may describe the relative position of that DICT), which appears to describe material specularity. | |||
== Skeleton data == | == Skeleton data == |