Texture: Difference between revisions

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(Created page with "== PS3 == === Texture === {| class="wikitable" ! Offset !! Size !! Type !! Name !! Description !! More Information !! Comments |- | 0x0 || 0x1 || uint8 || format || "Texture format |- | Refer to Table 30-3" || 0x81 = B8 || "Derived from enum renderengine::PixelFormat in pixelformat.h |- | 0xA1-BF are the same but prefixed with LIN_ |- | Bits 0-4 = Color Format |- | Bit 5 = IsSwizzled (0 = swizzled, 1=linear) |- | Bit 6 = IsNormalized (0 = normalized, 1=not normalized)...")
 
Line 8: Line 8:
| 0x0 || 0x1 || uint8 || format || "Texture format
| 0x0 || 0x1 || uint8 || format || "Texture format
|-
|-
| Refer to Table 30-3" || 0x81 = B8 || "Derived from enum renderengine::PixelFormat in pixelformat.h
| Refer to Table 30-3" || 0x81 = B8 || "Derived from enum renderengine::PixelFormat in pixelformat.h 0xA1-BF are the same but prefixed with LIN_ Bits 0-4 = Color Format Bit 5 = IsSwizzled (0 = swizzled, 1=linear) Bit 6 = IsNormalized (0 = normalized, 1=not normalized)"
|-
| 0xA1-BF are the same but prefixed with LIN_
|-
| Bits 0-4 = Color Format
|-
| Bit 5 = IsSwizzled (0 = swizzled, 1=linear)
|-
| Bit 6 = IsNormalized (0 = normalized, 1=not normalized)"
|-
|-
| || || || || || 0x82 = A1R5G5B5 ||
| || || || || || 0x82 = A1R5G5B5 ||

Revision as of 10:42, 7 April 2022

PS3

Texture

Offset Size Type Name Description More Information Comments
0x0 0x1 uint8 format "Texture format
Refer to Table 30-3" 0x81 = B8 "Derived from enum renderengine::PixelFormat in pixelformat.h 0xA1-BF are the same but prefixed with LIN_ Bits 0-4 = Color Format Bit 5 = IsSwizzled (0 = swizzled, 1=linear) Bit 6 = IsNormalized (0 = normalized, 1=not normalized)"
0x82 = A1R5G5B5
0x83 = A4R4G4B4
0x84 = R5G6B5
0x85 = A8R8G8B8
0x86 = COMPRESSED_DXT1
0x86 = DXT1
0x87 = COMPRESSED_DXT23
0x87 = DXT3
0x88 = COMPRESSED_DXT45
0x88 = DXT5
0x8B = G8B8
0x8F = R6G5B5
0x90 = D24S8
0x91 = D24S8F
0x91 = D24FS8
0x92 = D16
0x93 = D16F
0x94 = R16
0x94 = X16
0x95 = G16R16
0x95 = Y16_X16
0x97 = R5G5B5A1
0x98 = COMPRESSED_HILO8
0x99 = COMPRESSED_HILO_S8
0x9A = W16_Z16_Y16_X16_FLOAT
0x9A = A16B16G16R16F
0x9B = W32_Z32_Y32_X32_FLOAT
0x9B = A32B32G32R32F
0x9C = R32F
0x9C = X32_FLOAT
0x9D = D1R5G5B5
0x9D = X1R5G5B5
0x9E = X8R8G8B8
0x9E = D8R8G8B8
0x9F = Y16_X16_FLOAT
0x9F = G16R16F
0xFF = NA
0x1 0x1 uint8 mipmap Number of mipmap levels (1-13)
0x2 0x1 uint8 dimension Texture type 0x1 = 1D texture
0x2 = 2D texture
0x3 = 3D texture
0x3 0x1 uint8 cubemap Cube map or not Effectively a bool
0x4 0x4 uint32 remap Remap of the color value Not described here as Burnout doesn't really remap
0x8 0x2 uint16 width Width of texture (1-4096)
0xA 0x2 uint16 height Height of texture (1-4096)
0xC 0x2 uint16 depth Depth of texture (1-512)
0xE 0x1 uint8 location Location of texture data (main memory or local memory) 0x1 = local memory
0x2 = main memory
0xF 0x1 uint8 padding
0x10 0x4 uint32 pitch Pitch size of texture Width always seems to be a power of 2 in Burnout, so pitch is not described here
0x14 0x4 uint32 offset Offset value from the base address of the texture data location
0x18 0x4 void * buffer PixelBuffer?
0x1C 0x4 Type storeType 0xFFFFFFFF = NA
0x1 = 1D
0x2 = 2D
0x3 = 3D
0x10002 = CUBE
0x20 0x4 uint32 storeFlags