Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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Image data header. More...
#include <JUTTexture.h>
Public Attributes | |
u8 | format |
u8 | alphaEnabled |
u16 | width |
u16 | height |
u8 | wrapS |
u8 | wrapT |
u8 | indexTexture |
u8 | colorFormat |
u16 | numColors |
u32 | paletteOffset |
u8 | mipmapEnabled |
u8 | doEdgeLOD |
u8 | biasClamp |
u8 | maxAnisotropy |
u8 | minFilter |
u8 | magFilter |
s8 | minLOD |
s8 | maxLOD |
u8 | mipmapCount |
u8 | unknown |
s16 | LODBias |
u32 | imageOffset |
Image data header.
Acts as the header to image data. Usually texture data immediately follows it, so any pointer arithmetic to go past the end of this structure is so that a variable sized allocated buffer can be accessed.
u8 ResTIMG::alphaEnabled |
u8 ResTIMG::biasClamp |
u8 ResTIMG::colorFormat |
u8 ResTIMG::doEdgeLOD |
u8 ResTIMG::format |
u16 ResTIMG::height |
u32 ResTIMG::imageOffset |
u8 ResTIMG::indexTexture |
s16 ResTIMG::LODBias |
u8 ResTIMG::magFilter |
u8 ResTIMG::maxAnisotropy |
s8 ResTIMG::maxLOD |
u8 ResTIMG::minFilter |
s8 ResTIMG::minLOD |
u8 ResTIMG::mipmapCount |
u8 ResTIMG::mipmapEnabled |
u16 ResTIMG::numColors |
u32 ResTIMG::paletteOffset |
u8 ResTIMG::unknown |
u16 ResTIMG::width |
u8 ResTIMG::wrapS |
u8 ResTIMG::wrapT |