Dreamcasts texture format

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Tyne
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Dreamcasts texture format

Post by Tyne »

Can anyone tell me what Dreamcast's texturing format is?

RGB565, RGB5551, RGBA4444, RGBA8888, 8bit paletted, etc
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Post by TheDumbAss »

Best place for this would be the Programming forum ( http://www.dcemulation.org/phpBB/viewforum.php?f=29 )

It may get moved there anyway...

Not sure if this is exactly what your looking for... but Quake's textures do not need altered from their original (Lo res) form to run in QuakeDC. They 'may' get changed on the fly in engine to whatever the dreamcast uses. (if anything special does need done)

Also if someone is really serious about reporting quake (as you mentioned on the QuakeDev forum) there is a DC coders mailling list with tons of info avalible. I'm sure a few of those coders would be willing to help. 'ctr0' has some experiance porting Id Softwares sources to Dreamcast. (DoomDC now Wolfenstein) Some of that experiance may be extra helpful.
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Post by crt0 »

The PVR can use several color formats for textures.

The ones I can remember are ARGB1555, RGB565, ARGB4444, and YUV422... using libdream or KOS you can specify to the PVR what texture format you are using, and can mix and match between polygons in a scene provided you send multiple poly headers...
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Dreamcasts texture format

Post by kRYPT_ »

Tyne wrote: Can anyone tell me what Dreamcast's texturing format is?

RGB565, RGB5551, RGBA4444, RGBA8888, 8bit paletted, etc
The PVR format supports:

-5 or -565 : pixel format RGB565
-4 or -4444 : pixel format ARGB4444
-1 or -1555 : pixel format ARGB1555
-8 or -8888 : pixel format ARGB8888( Palettize only!!)
-y or -yuv : pixel format YUV422
-t1 or -t1555 : translucent pixel format ARGB1555
-b4 or -b4444 : bilevel translucent pixel format ARGB4444
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Post by ReGex »

As well, pallettized textures are supported as well, in color depths of 8, 16, and 32 bits. They currently aren't supported in KOS, but are of interest if memory bandwidth is extremely tight.

-ReGex
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