![]() ![]() So for example, pure white would be written as 0xFFFFFFFF, black is 0x000000FF, green is 0x00FF00FF and semi-transparent blue would be 0x0000FF80. This means that the values range from 0 to 255 (0x00 to 0xFF in hexadecimal) for each colour. Each of the RGBA values are 8 bits in length, making it 8/8/8/8. It also is the most straightforward to explain. The only 32-bit image format used by the N64 is RGBA. It is still very versatile in that it allows for any colour within its range to be used at any time, and it still has some transparency. It should only be used for anti-aliasing and specifically semi-transparent textures like water/mud.ġ6-bit is half in size, so it allows for more texels to be stores in the texture memory at once. However it is much larger than the others which would mean lower resolution images, and more hardware stress from calculating semi-transperent pixels. ![]() Of course, 32-bit RGBA is going to be the most versatile out of all the different image format types that the Nintendo 64 uses. The values are typically represented as hexadecimal numbers. Then the alpha (transparency) value is applied which mixes the colour with whatever is rendered behind it. Colours in this format have a value for each of the RGB values and mix them together to output a first colour. RGBA is short for Red, Green, Blue and Alpha. Here is a quick reference data table containing info on texture information density per data type: Texel formatįor the sake of this tutorial, We’ll be using this 16×16 spiral image as a source for the texture arrays: It is important to consider that TMEM contains 4096 bytes (4kb) so textures need to be limited to fit in that space. This just means that the colour values are extrapolated from 4/8/16-bit to 32-bit in order to maintain consistency. ![]() When rendering the final image, the N64 converts the colour to 32-bit RGBA as an output format. The N64 has many different texture image formats, and this page will go through each and every one of them to learn a bit more about how N64 texels work. Home » N64 Homebrew » N64 SDK » Adding textures to 3D models on the N64 » Colour and image format types for the N64 If you currently have a 8 bit image with a 16-colors palette (16 total entries), you dont need to alter the pallete, only to repack the pixel bytes (two indexes per byte).Colour and image format types for the N64 In PNG the palette is always stored in RGB8 (3 bytes for each index=color), with an arbitrary (up to 256) number of entries. ![]()
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