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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.
== CANM ==
CANMs are used to store skeletal animation data.