GXT: Difference between revisions

From Vita Developer wiki
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


Standard test image widely used

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