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
- Color and image format types for the N64 on n64squid.com