Texture

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Textures are 2D graphics that are either displayed directly on screen, such as in the HUD, mapped onto 3D models, for example to give a character eyes, or used as billboard graphics, such as for trees or coins.

Texture cache

The texture cache of the Nintendo 64 is 4 KiB (4096 bytes).

Texture formats

The Nintendo 64 has many different texture formats. When rendering, any format is converted to 32-bit RGBA as the output format.

The identifier in the following table is used in the filename's extension, such as hmc_textures.00000.rgba16.png.

Format Identifier Max resolution Red Green Blue Alpha Description
32-bit RGBA rgba32 32x32 256 256 256 256 This is the most versatile format. It contains the same amount of data you might alreay be used to from PNG files on your PC.
16-bit RGBA rgba16 64x32 or 32x64 32 32 32 2 This format uses less memory than 32-bit RGBA and also has less levels of color intensity. Alpha is binary, i.e. a pixel is either fully visible or transparent.
8-bit color index ci8
4-bit color index ci4
16-bit IA (intensity alpha) ia16 64x32 or 32x64 256 256
8-bit IA (intensity alpha) ia8 64x64 16 16
4-bit IA (intensity alpha) ia4 128x64 or 64x128 8 2
8-bit I (intensity) i8 64x64 256 0
4-bit I (intensity) i4 128x64 or 64x128 16 0

See also