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8<TITLE>GXTexFmt</TITLE>
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11<H1 align="left">GXTexFmt</H1>
12<H2>Enumerated Types</H2>
13<DIV align="left">
14<TABLE border="0" width="100%">
15  <TBODY>
16    <TR>
17<TD width="50%"><EM><CODE>Enumeration</CODE></EM></TD>
18<TD width="80%"><CODE><EM>NB</EM></CODE></TD>
19    </TR>
20    <TR>
21<TD width="50%"><CODE>GX_TF_I4</CODE></TD>
22      <TD width="80%"></TD>
23    </TR>
24    <TR>
25<TD width="50%"><CODE>GX_TF_I8</CODE></TD>
26      <TD width="80%"></TD>
27    </TR>
28  <TR>
29<TD width="50%"><CODE>GX_TF_IA4</CODE></TD>
30      <TD width="80%"></TD>
31    </TR>
32    <TR>
33<TD width="50%"><CODE>GX_TF_IA8</CODE></TD>
34      <TD width="80%"></TD>
35    </TR>
36    <TR>
37<TD width="50%"><CODE>GX_TF_RGB565</CODE></TD>
38      <TD width="80%"></TD>
39    </TR>
40    <TR>
41<TD width="50%"><CODE>GX_TF_RGB5A3</CODE></TD>
42      <TD width="80%"></TD>
43    </TR>
44    <TR>
45<TD width="50%"><CODE>GX_TF_RGBA8</CODE></TD>
46      <TD width="80%"></TD>
47    </TR>
48    <TR>
49<TD width="50%"><CODE>GX_TF_CMPRl</CODE></TD>
50      <TD width="80%"></TD>
51    </TR>
52    <TR>
53<TD width="50%"><CODE>GX_TF_Z8</CODE></TD>
54<TD width="80%">For texture copies, specify the upper 8 bits of Z.</TD>
55    </TR>
56    <TR>
57<TD width="50%"><CODE>GX_TF_Z16</CODE></TD>
58<TD width="80%">For texture copies, specify the upper 16 bits of Z.</TD>
59    </TR>
60    <TR>
61<TD width="50%"><CODE>GX_TF_Z24X8</CODE></TD>
62<TD width="80%">For texture copies, copy the 24-bit Z and <CODE>0xff</CODE>.</TD>
63    </TR>
64    <TR>
65<TD width="50%"><CODE>GX_CTF_R4</CODE></TD>
66<TD width="80%">For copying 4 bits from red.</TD>
67    </TR>
68    <TR>
69<TD width="50%"><CODE>GX_CTF_RA4</CODE></TD>
70<TD width="80%">For copying 4 bits from red, 4 bits from alpha.</TD>
71    </TR>
72    <TR>
73<TD width="50%"><CODE>GX_CTF_RA8</CODE></TD>
74<TD width="80%">For copying 8 bits from red, 8 bits from alpha.</TD>
75    </TR>
76    <TR>
77<TD width="50%"><CODE>GX_CTF_A8</CODE></TD>
78<TD width="80%">For copying 8 bits from alpha.</TD>
79    </TR>
80    <TR>
81<TD width="50%"><CODE>GX_CTF_R8</CODE></TD>
82<TD width="80%">For copying 8 bits from red.</TD>
83    </TR>
84    <TR>
85<TD width="50%"><CODE>GX_CTF_G8</CODE></TD>
86<TD width="80%">For copying 8 bits from green.</TD>
87    </TR>
88    <TR>
89<TD width="50%"><CODE>GX_CTF_B8</CODE></TD>
90<TD width="80%">For copying 8 bits from blue.</TD>
91    </TR>
92    <TR>
93<TD width="50%"><CODE>GX_CTF_RG8</CODE></TD>
94<TD width="80%">For copying 8 bits from red, 8 bits from green.</TD>
95    </TR>
96    <TR>
97<TD width="50%"><CODE>GX_CTF_GB8</CODE></TD>
98<TD width="80%">For copying 8 bits from green, 8 bits from blue.</TD>
99    </TR>
100    <TR>
101<TD width="50%"><CODE>GX_CTF_Z4</CODE></TD>
102<TD width="80%">For copying the 4 upper bits from Z.</TD>
103    </TR>
104    <TR>
105<TD width="50%"><CODE>GX_CTF_Z8M</CODE></TD>
106<TD width="80%">For copying the middle 8 bits of Z.</TD>
107    </TR>
108    <TR>
109<TD width="50%"><CODE>GX_CTF_Z8L</CODE></TD>
110<TD width="80%">For copying the lower 8 bits of Z.</TD>
111    </TR>
112    <TR>
113<TD width="50%"><CODE>GX_CTF_Z16L</CODE></TD>
114<TD width="80%">For copying the lower 16 bits of Z.</TD>
115    </TR>
116  </TBODY>
117</TABLE>
118</DIV>
119<H2>Description</H2>
120<P>RGB, RGBA, Intensity, Intensity/Alpha, Compressed, and Z texture format types. See <code><a href="GXCITexFmt.html">GXCITexFmt</a></code> for color index formats.</P>
121<P>The CTF format is used only by the <CODE><A href="../Framebuffer/GXSetTexCopyDst.html">GXSetTexCopyDst</A></CODE> function to specify how data is copied out of the EFB into a texture in main memory. In order to actually use that texture, you must specify a non-copy format of matching size.&nbsp;For example, if copying using <code>GX_CTF_RG8</code>, you would apply the resulting texture using <code>GX_TF_IA8</code>.</P>
122<TABLE border="1">
123  <TBODY>
124    <TR>
125<TD><CODE>GX_TF_I4</CODE></TD>
126<TD>intensity 4 bits</TD>
127    </TR>
128    <TR>
129<TD><CODE>GX_TF_I8</CODE></TD>
130<TD>intensity 8 bits</TD>
131    </TR>
132    <TR>
133<TD><CODE>GX_TF_A8</CODE></TD>
134<TD>alpha 8 bits</TD>
135    </TR>
136    <TR>
137<TD><CODE>GX_TF_IA4</CODE></TD>
138<TD>intensity + alpha 8 bits(4+4)</TD>
139    </TR>
140    <TR>
141<TD><CODE>GX_TF_IA8</CODE></TD>
142<TD>intensity + alpha 16 bits(8+8)</TD>
143    </TR>
144    <TR>
145<TD><CODE>GX_TF_RGB565</CODE></TD>
146<TD>RGB 16 bits</TD>
147    </TR>
148    <TR>
149<TD><CODE>GX_TF_RGB5A3</CODE></TD>
150<TD>When MSB=1, RGB555 format (opaque), and when MSB=0, RGBA4443 format (transparent)</TD>
151    </TR>
152    <TR>
153<TD><CODE>GX_TF_RGBA8</CODE></TD>
154<TD>RGBA 32 bits</TD>
155    </TR>
156    <TR>
157<TD><CODE>GX_TF_CMPRl</CODE></TD>
158<TD>Compressed 4-bit texel</TD>
159    </TR>
160    <TR>
161<TD><CODE>GX_TF_Z8</CODE></TD>
162<TD>unsigned 8-bit Z</TD>
163    </TR>
164    <TR>
165<TD><CODE>GX_TF_Z16</CODE></TD>
166<TD>unsigned 16-bit Z</TD>
167    </TR>
168    <TR>
169<TD><CODE>GX_TF_Z24X8</CODE></TD>
170<TD>unsigned 24-bit(32-bit texture) Z</TD>
171    </TR>
172    <TR>
173<TD><CODE>GX_CTF_R4</CODE></TD>
174<TD>4-bit red</TD>
175    </TR>
176    <TR>
177<TD><CODE>GX_CTF_RA4</CODE></TD>
178<TD>4-bit red + 4-bit alpha</TD>
179    </TR>
180    <TR>
181<TD><CODE>GX_CTF_RA8</CODE></TD>
182<TD>8-bit red + 8-bit alpha</TD>
183    </TR>
184    <TR>
185<TD><CODE>GX_CTF_A8</CODE></TD>
186<TD>8-bit alpha 4</TD>
187    </TR>
188    <TR>
189<TD><CODE>GX_CTF_R8</CODE></TD>
190<TD>8-bit red</TD>
191    </TR>
192    <TR>
193<TD><CODE>GX_CTF_G8</CODE></TD>
194<TD>8-bit green</TD>
195    </TR>
196    <TR>
197<TD><CODE>GX_CTF_B8</CODE></TD>
198<TD>8-bit blue</TD>
199    </TR>
200    <TR>
201<TD><CODE>GX_CTF_RG8</CODE></TD>
202<TD>8-bit red + 8-bit green</TD>
203    </TR>
204    <TR>
205<TD><CODE>GX_CTF_GB8</CODE></TD>
206<TD>8-bit green + 8-bit blue</TD>
207    </TR>
208    <TR>
209<TD><CODE>GX_CTF_Z4</CODE></TD>
210<TD>4-bit Z</TD>
211    </TR>
212    <TR>
213<TD><CODE>GX_CTF_Z8M</CODE></TD>
214<TD>8-bit Z (medium-level bytes)</TD>
215    </TR>
216    <TR>
217<TD><CODE>GX_CTF_Z8L</CODE></TD>
218<TD>8-bit Z (low-level bytes)</TD>
219    </TR>
220    <TR>
221<TD><CODE>GX_CTF_Z16L</CODE></TD>
222<TD>16-bit Z (low-level part)</TD>
223    </TR>
224  </TBODY>
225</TABLE>
226<H2>Functions Using This Type</H2>
227<P><A href="../Texture/GXInitTexObj.html"><CODE>GXInitTexObj</CODE></A><BR> <A href="../Framebuffer/GXCopyTex.html"><CODE>GXCopyTex</CODE></A><BR> <A href="../Tev/GXSetZTexture.html"><CODE>GXSetZTexture</CODE></A></P>
228<H2>Revision History</H2>
229<P>03/01/2006 Initial version.</P>
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