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OBD talk:TXMP: Difference between revisions

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→‎0x90: extra sigs
(Just another little effort...)
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===0x90===
===0x90===
Integer ID. Defines the ''RGB'' color depth of texels (is that correct?)
Integer ID. Defines the ''RGB'' color depth of texels (is that correct? [[User:Geyser|geyser]])
;0
;0
:(4,4,4) RGB, 4 bits extra (interpreted as alpha or env map blending)
:(4,4,4) RGB, 4 bits extra (interpreted as alpha or env map blending)
::equivalent to GL_RGBA4 OpenGL image format
::equivalent to GL_RGBA4 OpenGL image format [[User:Neo|Neo]]
:Q: Does the interpretation of the high bits depend on the 0x88 settings? [[User:Geyser|geyser]]
:Q: Does the interpretation of the high bits depend on the 0x88 settings? [[User:Geyser|geyser]]
;1
;1
:(5,5,5) RGB and 1 bit extra
:(5,5,5) RGB and 1 bit extra
::the extra bit is simply ignored, equivalent to GL_RGB5 OpenGL image format
::the extra bit is simply ignored, equivalent to GL_RGB5 OpenGL image format [[User:Neo|Neo]]
:Q: Is the extra bit ''always'' ignored, regardless of the 0x88 settings? [[User:Geyser|geyser]]
:Q: Is the extra bit ''always'' ignored, regardless of the 0x88 settings? [[User:Geyser|geyser]]
;2
;2
:(5,5,5) RGB, 1 bit extra (interpreted as alpha or env map blending)
:(5,5,5) RGB, 1 bit extra (interpreted as alpha or env map blending)
::equivalent to GL_RGB5_A1 OpenGL image format
::equivalent to GL_RGB5_A1 OpenGL image format [[User:Neo|Neo]]
:Q: Does the interpretation of the high bits depend on the 0x88 settings? [[User:Geyser|geyser]]
:Q: Does the interpretation of the high bits depend on the 0x88 settings? [[User:Geyser|geyser]]
;8
;8
:(8,8,8) RGB, 8 bits extra
:(8,8,8) RGB, 8 bits extra
::extra bits are ignored, equivalent to GL_RGB OpenGL image format
::extra bits are ignored, equivalent to GL_RGB OpenGL image format [[User:Neo|Neo]]
:Q: (sorry) are the extra bit ''always'' ignored, regardless of the 0x88 settings? [[User:Geyser|geyser]]
:Q: (sorry) are the extra bit ''always'' ignored, regardless of the 0x88 settings? [[User:Geyser|geyser]]
;9
;9
:compressed (four times) (algorithm detailed elsewhere)
:compressed (four times) (algorithm detailed elsewhere)
::equivalent to [http://www.oldunreal.com/editing/s3tc/ARB_texture_compression.pdf GL_COMPRESSED_RGB_S3TC_DXT1_EXT] OpenGL compressed image format
::equivalent to [http://www.oldunreal.com/editing/s3tc/ARB_texture_compression.pdf GL_COMPRESSED_RGB_S3TC_DXT1_EXT] OpenGL compressed image format [[User:Neo|Neo]]
:::(note: ARB stands for Architecture Review Board, not Alpha Red Blue ^^)
:::(note: ARB stands for Architecture Review Board, not Alpha Red Blue ^^ [[User:Geyser|geyser]])
:Q: Aha, "dxt1". Any more ideas looking at [[OSL:Preset#Only_on_Mac_beta_4|THESE]]? [[User:Geyser|geyser]]
:Q: Aha, "dxt1". Any more ideas looking at [[OSL:Preset#Only_on_Mac_beta_4|THESE]]? [[User:Geyser|geyser]]
;Anything else?
;Anything else?
:Q: (sorry) nothing else, ever ever? ^^ [[User:Geyser|geyser]]
:Q: (sorry) nothing else, ever ever? ^^ [[User:Geyser|geyser]]