Difference between revisions of "Image (RW Section)"
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(Created page with "{{Stub}} {{RW Section | NAME = Image | VENDORNAME = Criterion Games | MODULENAME = Core | MODULEID = 000000 | IDENTIFIER = 18 }} An ''Image'' is a section containing sampler...") |
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Line 6: | Line 6: | ||
| MODULEID = 000000 | | MODULEID = 000000 | ||
| IDENTIFIER = 18 | | IDENTIFIER = 18 | ||
+ | | CHILDREN = [[Struct (RW Section)|Struct]] | ||
}} | }} | ||
− | An ''Image'' is a section containing | + | An '''Image''' is a section containing [[Raster (RW Section)|raster]] image data, isolated from the [[Texture Dictionary (RW Section)|Texture Dictionary]] section. |
==Structure== | ==Structure== | ||
+ | In this binary stream, is the struct properties stored within the texture image. | ||
+ | |||
+ | Int32 - width; | ||
+ | Int32 - height; | ||
+ | Int32 - depth; | ||
+ | Int32 - rasterFormat; | ||
+ | |||
<source lang="c"> | <source lang="c"> | ||
struct rwImage { | struct rwImage { | ||
RwRGBA pixelRGBA[numPixels] (RwRGBA: uint8 r, g, b, a); | RwRGBA pixelRGBA[numPixels] (RwRGBA: uint8 r, g, b, a); | ||
− | + | int32 stringLength; | |
string textureName; | string textureName; | ||
}; | }; | ||
+ | </source> | ||
==See Also== | ==See Also== | ||
+ | *[[Raster (RW Section)|Raster]] | ||
*[[Texture (RW Section)|Texture]] | *[[Texture (RW Section)|Texture]] | ||
*[[Texture Dictionary (RW Section)|Texture Dictionary]] | *[[Texture Dictionary (RW Section)|Texture Dictionary]] |
Latest revision as of 08:09, 24 October 2023
Image | |
---|---|
RenderWare Stream Section | |
Vendor | Criterion Games |
Module | Core |
Module ID | 0x000000
|
Identifier | 0x18
|
Chunk ID | 0x00000018
|
Versions | All |
Hierarchy | |
Parents: None | |
Children: Struct | |
Extensions: None | |
File Format |
An Image is a section containing raster image data, isolated from the Texture Dictionary section.
Structure
In this binary stream, is the struct properties stored within the texture image.
Int32 - width; Int32 - height; Int32 - depth; Int32 - rasterFormat;
struct rwImage {
RwRGBA pixelRGBA[numPixels] (RwRGBA: uint8 r, g, b, a);
int32 stringLength;
string textureName;
};