Texture/PlayStation 3: Difference between revisions
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| 3 || 5 || || Color format || See [[#Color format | color format]]
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These are not used in Burnout, so the remap field is unused.
Below is the bitwise structure for the remap field. It is unclear whether this is in MSB 0 or LSB 0 notation.
{| class="wikitable"
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!
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| 0 || 16 || || Remap order ||
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| 16 || 2 || || Output blue element ||
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| 18 || 2 || || Output green element ||
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| 20 || 2 || || Output red element ||
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| 22 || 2 || || Output alpha element ||
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| 24 || 2 || || Input blue element ||
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| 26 || 2 || || Input green element ||
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| 28 || 2 || || Input red element ||
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| 30 || 2 || || Input alpha element ||
|}
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