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9<title>Texture Formats</title>
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15  <h1>Texture Formats</h1>
16  <!-- InstanceEndEditable --> <!-- InstanceBeginEditable name="本文" -->
17  <p>This section describes the texture formats that can be used in CreativeStudio's <B>Material panel</B>.</p>
18  <h2>Texture Format Types</h2>
19  <p>This section describes the different kinds of texture formats you can use in CreativeStudio and presents the specifications for each.</p>
20  <h3>List of Texture Formats</h3>
21  <p>The table below lists the types of texture formats.</p>
22  <img class="user_guide_chart" src="assets/texture_format_texformatlist.png" alt="List of Texture Formats"/>
23  <h4>Texture Format Structure</h4>
24  <p>This section describes the components that make up a texture format.</p>
25  <table>
26    <thead>
27      <tr>
28        <th>Texture Format</th>
29        <th>Component</th>
30      </tr>
31    </thead>
32    <tbody>
33      <tr>
34        <th>RGB</th>
35        <td>Holds color information.<br /> R = Red component<br />G = Green component<br />B = Blue component</td>
36      </tr>
37      <tr>
38        <th>A (Alpha)</th>
39        <td>Holds transparency information.<br /></td>
40      </tr>
41      <tr>
42        <th>L (Luminance)</th>
43        <td>Holds grayscale brightness information.</td>
44      </tr>
45      <tr>
46        <th>ETC (Ericsson Texture Compression)</th>
47        <td> Compresses an RGB texture in 4x4-pixel blocks.</td>
48      </tr>
49      <tr>
50        <th>HILO</th>
51        <td>Holds only the R and G components.<br /> You can maintain a system of 256 gradations for each color component by treating the R component as the normal in the X direction and the G component as the normal in the Y direction.</tr>
52    </tbody>
53  </table>
54  <h3>Texture Size</h3>
55  <p>CreativeStudio can associate <em>color and transparency expressions</em> and <em>information for controlling normal vectors</em> with texels when attaching a texture image to a polygon.</p>
56  <!-- #BeginLibraryItem "/Library/glossary_texel.lbi" --> <!-- テクセル ( texel ) -->
57  <p><I>Texel </I>is the term for the fundamental unit representing a single point and, in contrast to <I>pixel </I>, refers to the non-color composition of the texture image.<br /> In CreativeStudio, the texel operation relates texture coordinates to texels. Texel is short for &quot;texture pixel.&quot;</p>
58  <!-- #EndLibraryItem -->
59  <p>The height and width of the texture image being used do not need to be the same size. Rectangular textures are also supported.<br /> However, the height and width must both be a <em>power of two</em>.</p>
60  <!-- #BeginLibraryItem "/Library/glossary_power_method.lbi" --> <!-- 2 のべき乗 ( power_method ) -->
61  <p>A <I>power of two</I> is any of the integer powers of the number two (in other words, two multiplied by itself a certain number of times). There are eight powers of two between the minimum and maximum texture sizes (8 and 1024): <I>8</I>, <I>16</I>, <I>32</I>, <I>64</I>, <I>128</I>, <I>256</I>, <I>512</I>, and <I>1024</I>.</p>
62  <!-- #EndLibraryItem -->
63  <p>The following figure describes the maximum and minimum size of textures.</p>
64  <img class="user_guide_chart" src="assets/texture_format_texsize.png" alt="Texture Size"/>
65  <p>Texture formats include a <em>minimum size</em> that cannot be reduced any further.</p>
66  <ul>
67    <li>Minimum sizes by texture format
68      <ul>
69        <li>ETC format: 16 × 16</li>
70        <li>Other than ETC format: 8 × 8</li>
71      </ul>
72    </li>
73  </ul>
74  <h3>Texture Format Properties</h3>
75  <p>This section describes the properties of each texture format.</p>
76  <h4>Alpha Format</h4>
77  <p>This format stores only the alpha component.<br /> Although the image is usually used as transparent, it can also be expressed as a grayscale.</p>
78  <p>Properties of the Alpha Format</p>
79  <table>
80    <thead>
81      <tr>
82        <th class="thumb"><B>Format</B></th>
83        <th class="thumb">RGB</th>
84        <th class="thumb">Alpha</th>
85        <th>Description</th>
86      </tr>
87    </thead>
88    <tbody>
89      <tr>
90        <th>A4</th>
91        <td class="thumb"><img class="thumb" src="assets/texture_format_a4.png" alt="Alpha 4-bit"/></td>
92        <th>--</th>
93        <td>This format uses 4 bits per texel.<br /> The alpha component can be expressed in 4 bits (16 levels). </td>
94      </tr>
95      <tr>
96        <th>A8</th>
97        <td class="thumb"><img class="thumb" src="assets/texture_format_a8.png" alt="Alpha 8-bit"/></td>
98        <th>--</th>
99        <td>This format uses 8 bits per texel.<br /> The alpha component can be expressed in 8 bits (256 levels). </td>
100      </tr>
101    </tbody>
102  </table>
103  <h4>Luminance Format</h4>
104  <p>This format stores only the <em>luminance</em> component. Although usually used as a grayscale, this format can also express alpha values.</p>
105  <p>Properties of the Luminance Format</p>
106  <table>
107    <thead>
108      <tr>
109        <th class="thumb"><B>Format</B></th>
110        <th class="thumb">RGB</th>
111        <th class="thumb">Alpha</th>
112        <th>Description</th>
113      </tr>
114    </thead>
115    <tbody>
116      <tr>
117        <th>L4</th>
118        <td class="thumb"><img class="thumb" src="assets/texture_format_l4.png" alt="Luminance 4-bit"/></td>
119        <th>--</th>
120        <td>This format uses 4 bits per texel.<br /> Brightness can be expressed in 4 bits (16 levels). </td>
121      </tr>
122      <tr>
123        <th>L8</th>
124        <td class="thumb"><img class="thumb" src="assets/texture_format_l8.png" alt="Luminance 8-bit"/></td>
125        <th>--</th>
126        <td>This format uses 8 bits per texel.<br /> Brightness can be expressed in 8 bits (256 levels). </td>
127      </tr>
128    </tbody>
129  </table>
130  <h4>Luminance Alhpa Format</h4>
131  <p>This format stores luminance and alpha components.</p>
132  <p>Properties of the Luminance Alpha Format</p>
133  <table>
134    <thead>
135      <tr>
136        <th class="thumb"><B>Format</B></th>
137        <th class="thumb">RGB</th>
138        <th class="thumb">Alpha</th>
139        <th>Description</th>
140      </tr>
141    </thead>
142    <tbody>
143      <tr>
144        <th>LA4</th>
145        <td class="thumb"><img class="thumb" src="assets/texture_format_l4.png" alt="Luminance 4-bit"/></td>
146        <td class="thumb"><img class="thumb" src="assets/texture_format_a4.png" alt="Alpha 4-bit"/></td>
147        <td>This format uses 8 bits per texel.<br /> Brightness and alpha can both be expressed in 4 bits (16 levels), respectively.</td>
148      </tr>
149      <tr>
150        <th>LA8</th>
151        <td class="thumb"><img class="thumb" src="assets/texture_format_l8.png" alt="Luminance 8-bit"/></td>
152        <td class="thumb"><img class="thumb" src="assets/texture_format_a8.png" alt="Alpha 8-bit"/></td>
153        <td>This format uses 16 bits per texel.<br /> Brightness and alpha can both be expressed in 8 bits (256 levels), respectively.</td>
154      </tr>
155    </tbody>
156  </table>
157  <h4>ETC Format</h4>
158  <p>The texture size can be reduced by compressing the RGB texture.<br /> The higher the resolution and smoother the variation in color of the image before compression, the more reproducible it will be.</p>
159  <p>Properties of the ETC Format</p>
160  <table>
161    <thead>
162      <tr>
163        <th class="thumb"><B>Format</B></th>
164        <th class="thumb">RGB</th>
165        <th class="thumb">Alpha</th>
166        <th>Description</th>
167      </tr>
168    </thead>
169    <tbody>
170      <tr>
171        <th>ETC</th>
172        <td class="thumb"><img class="thumb" src="assets/texture_format_etc.png" alt="ETC"/></td>
173        <th>--</th>
174        <td>This format uses 4 bits per texel using compression technology.<br /> RGB components are compressed and stored in 4 bits.</td>
175      </tr>
176    </tbody>
177  </table>
178  <!-- <p>以下の図は、ETC の仕組みについて説明したものです。</p>   <img class="user_guide_chart" src="assets/texture_format_etc_mechanism.png" alt="ETCの仕組み"/> -->
179  <h4>ETCA Format</h4>
180  <p>This format is the same as the ETC format with an added alpha component. <br />RGB component properties are the same as the ETC format.</p>
181  <p>Properties of the ETCA Format</p>
182  <table>
183    <thead>
184      <tr>
185        <th class="thumb"><B>Format</B></th>
186        <th class="thumb">RGB</th>
187        <th class="thumb">Alpha</th>
188        <th>Description</th>
189      </tr>
190    </thead>
191    <tbody>
192      <tr>
193        <th>ETCA4</th>
194        <td class="thumb"><img class="thumb" src="assets/texture_format_etc.png" alt="ETC"/></td>
195        <td class="thumb"><img class="thumb" src="assets/texture_format_a4.png" alt="Alpha 4-bit"/></td>
196        <td>This format uses 8 bits per texel using compression technology.<br /> RGB components are compressed and stored in 4 bits. The alpha component can be expressed in 4 bits (16 levels). </td>
197      </tr>
198    </tbody>
199  </table>
200  <h4>HILO Format</h4>
201  <p>This texture format is used for normal mapping.<br /> You can express quasi-bumps and depressions on a polygon's surface applying normal mapping to that polygon.</p>
202  <p>Properties of the HILO Format</p>
203  <table>
204    <thead>
205      <tr>
206        <th class="thumb"><B>Format</B></th>
207        <th class="thumb">Images (RGB)</th>
208        <th class="thumb">Alpha</th>
209        <th>Description</th>
210      </tr>
211    </thead>
212    <tbody>
213      <tr>
214        <th>HILO</th>
215        <td class="thumb"><img class="thumb" src="assets/texture_format_hilo.png" alt="HILO"/></td>
216        <th>--</th>
217        <td>This format uses 16 bits per texel and is used for normal mapping.<br /> X and Y components for normal information are stored for the R and G components using 8-bit precision.</td>
218      </tr>
219    </tbody>
220  </table>
221  <h4>RGB Format</h4>
222  <p> This format stores only the RGB components.</p>
223  <p>Properties of the RGB Format</p>
224  <table>
225    <thead>
226      <tr>
227        <th class="thumb"><B>Format</B></th>
228        <th class="thumb">RGB</th>
229        <th class="thumb">Alpha</th>
230        <th>Description</th>
231      </tr>
232    </thead>
233    <tbody>
234      <tr>
235        <th>RGB565</th>
236        <td class="thumb"><img class="thumb" src="assets/texture_format_rgb565.png" alt="RGB565 Bit"/></td>
237        <th>--</th>
238        <td>This format uses 16 bits per texel.<br /> Colors can be expressed in this format using 5 bits (32 levels) for the R component, 6 bits (64 levels) for the G component, and 5 bits (32 levels) for the B component. </td>
239      </tr>
240      <tr>
241        <th>RGB8</th>
242        <td class="thumb"><img class="thumb" src="assets/texture_format_rgb8.png" alt="RGB 8-bit"/></td>
243        <th>--</th>
244        <td>This format uses 24 bits per texel.<br /> This format can express each of the three RGB components in 8 bits (256 levels).</td>
245      </tr>
246    </tbody>
247  </table>
248  <h4>RGBA Format</h4>
249  <p> This format stores the RGB components and alpha component.</p>
250  <p>Properties of the RGBA Format</p>
251  <table>
252    <thead>
253      <tr>
254        <th class="thumb"><B>Format</B></th>
255        <th class="thumb">RGB</th>
256        <th class="thumb">Alpha</th>
257        <th>Description</th>
258      </tr>
259    </thead>
260    <tbody>
261      <tr>
262        <th>RGBA4</th>
263        <td class="thumb"><img class="thumb" src="assets/texture_format_rgb4.png" alt="RGB 4-bit"/></td>
264        <td class="thumb"><img class="thumb" src="assets/texture_format_a4.png" alt="Alpha 4-bit"/></td>
265        <td>This format uses 16 bits per texel.<br /> Each RGBA component can be expressed in 4 bits (16 levels).</td>
266      </tr>
267      <tr>
268        <th>RGB5A1</th>
269        <td class="thumb"><img class="thumb" src="assets/texture_format_rgb5.png" alt="RGB 5-bit"/></td>
270        <td class="thumb"><img class="thumb" src="assets/texture_format_a1.png" alt="Alpha 1-bit"/></td>
271        <td>This format uses 16 bits per texel.<br /> The three RGB components can be expressed in 5 bits (32 levels) and the alhpa component can be expressed in 1 bit (transparent or opaque). </td>
272      </tr>
273      <tr>
274        <th>RGBA8</th>
275        <td class="thumb"><img class="thumb" src="assets/texture_format_rgb8.png" alt="RGB 8-bit"/></td>
276        <td class="thumb"><img class="thumb" src="assets/texture_format_a8.png" alt="Alpha 8-bit"/></td>
277        <td>This format uses 32 bits per texel.<br /> Each RGBA component can be expressed in 8 bits (256 levels).<br /> Although the number of colors is greatest on the one hand, the data size is also the largest.</td>
278      </tr>
279    </tbody>
280  </table>
281  <h2>Selecting a Texture Format by Application</h2>
282  <p>This section describes how to select a texture by application.</p>
283  <h3>Texture Format</h3>
284  <p>Selecting a Texture Format by Application</p>
285  <img class="user_guide_chart" src="assets/texture_format_select_tex.png" alt="Selecting a Texture Format by Application"/>
286  <h3>Texture Formats Used for Normal Vector Mapping</h3>
287  <p>There are <em>two methods</em> of normal mapping: one method uses the two R and G components of the texture for the normal vector, while the other uses the three RGB components.</p>
288  <p>Selecting a Texture Format for Normal Mapping</p>
289  <img class="user_guide_chart" src="assets/texture_format_select_nml.png" alt="Selecting a Texture Format for Normal Mapping"/> <!-- InstanceEndEditable --> </div>
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