1<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> 2<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en-US" lang="en-US"><!-- InstanceBegin template="/Templates/default_template.dwt" codeOutsideHTMLIsLocked="false" --> 3<head> 4<meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> 5<meta http-equiv="Content-Style-Type" content="text/css" /> 6<!-- InstanceBeginEditable name="CSS の相対パス指定" --> 7<link href="../../../common/manual.css" rel="stylesheet" type="text/css" /> 8<!-- InstanceEndEditable --> <!-- InstanceBeginEditable name="ページのタイトル" --> 9<title>Texture Formats</title> 10<!-- InstanceEndEditable --> 11</head> 12<body> 13<div> 14 <div class="body"> <!-- InstanceBeginEditable name="本文のタイトル" --> 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 "texture pixel."</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> 290 <div class="footer" /> 291</div> 292<hr><p>CONFIDENTIAL</p></body> 293<!-- InstanceEnd --></html> 294