🎉 Celebrating 25 Years of GameDev.net! 🎉

Not many can claim 25 years on the Internet! Join us in celebrating this milestone. Learn more about our history, and thank you for being a part of our community!

U8V8, I8 and PALN textures

Started by
3 comments, last by Aybe One 1 year, 5 months ago

Did somebody know how handle such texture formats like U8V8, I8 and PALN? Unfortunately google gives no information about this formats.

Advertisement

How about this?

http://wiki.xentax.com/index.php/Glacier_TEX_Editor

https://github.com/pavledev/GlacierTEXEditor

It appears that these are nothing more than TGA files in disguise.

Aybe One said:

How about this?

http://wiki.xentax.com/index.php/Glacier_TEX_Editor

https://github.com/pavledev/GlacierTEXEditor

It appears that these are nothing more than TGA files in disguise.

Unfortunately that information is not really usefull, as I need to know how to read the pixels to use the texture in OpenGL application.

FWIW, from ChatGPT:

U8V8, I8, and PALN are different types of textures that can be used in computer graphics.

U8V8 textures are 8-bit unsigned textures that store 2 channels of data, usually representing the U and V coordinates of a texture. These textures are often used for normal maps or other data that requires 2 channels.

I8 textures are 8-bit signed textures that store 1 channel of data. These textures are often used for storing grayscale information, such as bump maps or ambient occlusion maps.

PALN textures are textures that store a palette of colors. These textures are often used for storing indexed color information, such as in the case of sprites or other low-color images.

In summary, U8V8 textures are used to store two channels of data, I8 textures are used to store one channel of data and PALN textures are used to store indexed color data. These textures are used based on the specific use-case and the type of data it needs to store.

This topic is closed to new replies.

Advertisement