GXT: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
mNo edit summary |
||
Line 1: | Line 1: | ||
[[Category:Software]]<noinclude>[[Category:Main]]</noinclude> | [[Category:Software]]<noinclude>[[Category:Main]]</noinclude> | ||
<div style="float:right">[[File:Texture-Icon-BB.JPG|100px|thumb|left|Standard test image widely used]]</div> | |||
<div style="color: #ffffff; background-color: #475854; border: 1px solid #808000; padding: 5px; {{box-shadow|4px|4px|8px|#b0b090}}"> | <div style="color: #ffffff; background-color: #475854; border: 1px solid #808000; padding: 5px; {{box-shadow|4px|4px|8px|#b0b090}}"> |
Revision as of 15:03, 28 July 2015
GXT is a file format (used on PS Vita and PSP) for storing textures. The purpose of this format is to use it in the runtime without any additional formatting of the data.
Features
- Memory ready format
- Supports multiple textures in one file
- Supports compressed, swizzled, and linear texture layouts
- Supports mipmaps
- Suports palettized textures
File format
The GXT (.gxt) format consists of:
Header (for single texture):
Offset (h) | Size (h) | Example (h) | Value (conversion) | Notes |
GXT header | ||||
0x00 | 0x04 | 47 58 54 00 | "GXT " | Magic |
0x04 | 0x04 | 03 00 00 10 | Version | |
0x08 | 0x04 | 01 00 00 00 | 1 | Number of textures embedded |
0x0C | 0x04 | 40 00 00 00 | 40 | Offset of the texture data |
0x10 | 0x04 | 00 00 00 80 | Number of 16 entry palettes | |
0x14 | 0x04 | 00 00 00 00 | Number of 256 entry palettes | |
0x18 | 0x08 | 00 ... 00 | 00 | Padding |
GXT specification | ||||
0x20 | 0x04 | 40 00 00 00 | 40 | Offset to the texture data relative to the start of the file |