the final format I need to implement is GX_TF_CMPR, which is a variant of DXT1 texture compression, in 8x8 blocks.
JUST KIDDING! it's implemented as four 4x4 sub-blocks.
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the final format I need to implement is GX_TF_CMPR, which is a variant of DXT1 texture compression, in 8x8 blocks. JUST KIDDING! it's implemented as four 4x4 sub-blocks. 11 comments
so the two numbers are compared, and either way, c0 and c1 are RGB 5:6:5 colors. if c0 is bigger than c1, then: but if c1 is bigger than c0, then: so now you have 4 colors, c0 through c3. The final 32 bits of the subblock is an index into this palette, with two bits per pixel. so yeah. dxt1 works by having you define two colors, they get an extra bit of metadata by making the order of the colors important, then generate 2 more colors based on those colors + metadata. ugh it turns out it's hard to decode 0-width fonts, thanks to divisions. I'm now mass-converting all the textures. |
so for each subblock, there's 64 bits.
The first half is two 16-bit values, c0 and c1. Their numeric value is important, as they're compared, and mean different things which one is bigger.