1<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> 2<HTML> 3<HEAD> 4<META http-equiv="Content-Type" content="text/html; charset=windows-1252"> 5<META name="GENERATOR" content="Microsoft FrontPage 5.0"> 6<META http-equiv="Content-Style-Type" content="text/css"> 7<LINK rel="stylesheet" type="text/css" href="../../CSS/revolution.css"> 8<TITLE>GXTexFmt</TITLE> 9</HEAD> 10<BODY> 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. 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> 230</BODY> 231</HTML>