LBA2:Island texture uvs: Difference between revisions

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The file contains UV texture coordinates for the ground triangles of an island section.
The file contains UV texture coordinates for the ground triangles of an island section.


Texture coordinates usually have a representation from 0.0f->1.0f.

Therefore, to convert UV coordinates to the range 0.0f-1.0f, it is necessary to divide the UV by 65535.0f.

(''U16'')U/65535.0f = 0.0f-1.0f and (''U16'')V/65535.0f = 0.0f-1.0f

:
== Specification ==
== Specification ==


Line 17: Line 24:
=== UV entry ===
=== UV entry ===


* Offset 1: '''BYTE''' (''u8''): U (Vertex 1)
* Offset 1: '''UNSIGNED SHORT''' (''u16''): U (Vertex 1)
* Offset 3: '''BYTE''' (''u8''): V (Vertex 1)
* Offset 2: '''UNSIGNED SHORT''' (''u16''): V (Vertex 1)
* Offset 5: '''BYTE''' (''u8''): U (Vertex 2)
* Offset 3: '''UNSIGNED SHORT''' (''u16''): U (Vertex 2)
* Offset 7: '''BYTE''' (''u8''): V (Vertex 2)
* Offset 4: '''UNSIGNED SHORT''' (''u16''): V (Vertex 2)
* Offset 9: '''BYTE''' (''u8''): U (Vertex 3)
* Offset 5: '''UNSIGNED SHORT''' (''u16''): U (Vertex 3)
* Offset 11: '''BYTE''' (''u8''): V (Vertex 3)
* Offset 6: '''UNSIGNED SHORT''' (''u16''): V (Vertex 3)





Latest revision as of 08:15, 30 June 2022

Island texture uvs
Extension

LUV

Occurence

LBA2

Colour
Programs supporting this format

(none)

References

Find entries of this type

The file contains UV texture coordinates for the ground triangles of an island section.

Texture coordinates usually have a representation from 0.0f->1.0f.

Therefore, to convert UV coordinates to the range 0.0f-1.0f, it is necessary to divide the UV by 65535.0f.

(U16)U/65535.0f = 0.0f-1.0f and (U16)V/65535.0f = 0.0f-1.0f

Specification[edit]

Each entry in the file consists of 12 bytes containing 3 texture coordinates.

1 entry = 1 ground triangle

The number of entries varies between island sections, depending on how many ground triangles are textured.

UV entry[edit]

  • Offset 1: UNSIGNED SHORT (u16): U (Vertex 1)
  • Offset 2: UNSIGNED SHORT (u16): V (Vertex 1)
  • Offset 3: UNSIGNED SHORT (u16): U (Vertex 2)
  • Offset 4: UNSIGNED SHORT (u16): V (Vertex 2)
  • Offset 5: UNSIGNED SHORT (u16): U (Vertex 3)
  • Offset 6: UNSIGNED SHORT (u16): V (Vertex 3)



Information provided by: Lupin