Add info about Valve's texture format.
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src/nvimage/ValveTextureFormat.h
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122
src/nvimage/ValveTextureFormat.h
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/*
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For more info:
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http://developer.valvesoftware.com/wiki/VTF
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File Layout:
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VTF Header
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VTF Low Resolution Image Data
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For Each Mipmap (Smallest to Largest)
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For Each Frame (First to Last)
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For Each Face (First to Last)
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For Each Z Slice (Min to Max; Varies with Mipmap)
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VTF High Resolution Image Data
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*/
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enum
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{
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IMAGE_FORMAT_NONE = -1,
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IMAGE_FORMAT_RGBA8888 = 0,
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IMAGE_FORMAT_ABGR8888,
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IMAGE_FORMAT_RGB888,
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IMAGE_FORMAT_BGR888,
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IMAGE_FORMAT_RGB565,
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IMAGE_FORMAT_I8,
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IMAGE_FORMAT_IA88,
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IMAGE_FORMAT_P8,
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IMAGE_FORMAT_A8,
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IMAGE_FORMAT_RGB888_BLUESCREEN,
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IMAGE_FORMAT_BGR888_BLUESCREEN,
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IMAGE_FORMAT_ARGB8888,
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IMAGE_FORMAT_BGRA8888,
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IMAGE_FORMAT_DXT1,
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IMAGE_FORMAT_DXT3,
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IMAGE_FORMAT_DXT5,
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IMAGE_FORMAT_BGRX8888,
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IMAGE_FORMAT_BGR565,
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IMAGE_FORMAT_BGRX5551,
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IMAGE_FORMAT_BGRA4444,
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IMAGE_FORMAT_DXT1_ONEBITALPHA,
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IMAGE_FORMAT_BGRA5551,
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IMAGE_FORMAT_UV88,
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IMAGE_FORMAT_UVWQ8888,
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IMAGE_FORMAT_RGBA16161616F,
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IMAGE_FORMAT_RGBA16161616,
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IMAGE_FORMAT_UVLX8888,
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IMAGE_FORMAT_R32F, //!< = Luminance - 32 bpp
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IMAGE_FORMAT_RGB323232F, //!< = Red, Green, Blue - 96 bpp
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IMAGE_FORMAT_RGBA32323232F, //!< = Red, Green, Blue, Alpha - 128 bpp
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IMAGE_FORMAT_NV_DST16,
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IMAGE_FORMAT_NV_DST24,
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IMAGE_FORMAT_NV_INTZ,
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IMAGE_FORMAT_NV_RAWZ,
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IMAGE_FORMAT_ATI_DST16,
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IMAGE_FORMAT_ATI_DST24,
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IMAGE_FORMAT_NV_NULL,
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IMAGE_FORMAT_ATI2N,
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IMAGE_FORMAT_ATI1N,
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};
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enum
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{
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TEXTUREFLAGS_POINTSAMPLE = 0x00000001,
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TEXTUREFLAGS_TRILINEAR = 0x00000002,
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TEXTUREFLAGS_CLAMPS = 0x00000004,
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TEXTUREFLAGS_CLAMPT = 0x00000008,
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TEXTUREFLAGS_ANISOTROPIC = 0x00000010,
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TEXTUREFLAGS_HINT_DXT5 = 0x00000020,
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TEXTUREFLAGS_NOCOMPRESS = 0x00000040,
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TEXTUREFLAGS_NORMAL = 0x00000080,
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TEXTUREFLAGS_NOMIP = 0x00000100,
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TEXTUREFLAGS_NOLOD = 0x00000200,
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TEXTUREFLAGS_MINMIP = 0x00000400,
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TEXTUREFLAGS_PROCEDURAL = 0x00000800,
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TEXTUREFLAGS_ONEBITALPHA = 0x00001000,
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TEXTUREFLAGS_EIGHTBITALPHA = 0x00002000,
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TEXTUREFLAGS_ENVMAP = 0x00004000,
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TEXTUREFLAGS_RENDERTARGET = 0x00008000,
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TEXTUREFLAGS_DEPTHRENDERTARGET = 0x00010000,
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TEXTUREFLAGS_NODEBUGOVERRIDE = 0x00020000,
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TEXTUREFLAGS_SINGLECOPY = 0x00040000,
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TEXTUREFLAGS_ONEOVERMIPLEVELINALPHA = 0x00080000,
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TEXTUREFLAGS_PREMULTCOLORBYONEOVERMIPLEVEL = 0x00100000,
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TEXTUREFLAGS_NORMALTODUDV = 0x00200000,
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TEXTUREFLAGS_ALPHATESTMIPGENERATION = 0x00400000,
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TEXTUREFLAGS_NODEPTHBUFFER = 0x00800000,
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TEXTUREFLAGS_NICEFILTERED = 0x01000000,
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TEXTUREFLAGS_CLAMPU = 0x02000000
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};
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struct VtfHeader
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{
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char signature[4]; // File signature ("VTF\0").
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uint32 version[2]; // version[0].version[1] (currently 7.2).
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uint32 headerSize; // Size of the header struct (16 byte aligned; currently 80 bytes).
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// 7.0
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uint16 width; // Width of the largest mipmap in pixels. Must be a power of 2.
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uint16 height; // Height of the largest mipmap in pixels. Must be a power of 2.
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uint32 flags; // VTF flags.
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uint16 frames; // Number of frames, if animated (1 for no animation).
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uint16 firstFrame; // First frame in animation (0 based).
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uint8 padding0[4]; // reflectivity padding (16 byte alignment).
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float reflectivity[3]; // reflectivity vector.
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uint8 padding1[4]; // reflectivity padding (8 byte packing).
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float bumpmapScale; // Bumpmap scale.
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uint32 highResImageFormat; // High resolution image format.
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uint8 mipmapCount; // Number of mipmaps.
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uint32 lowResImageFormat; // Low resolution image format (always DXT1).
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uint8 lowResImageWidth; // Low resolution image width.
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uint8 lowResImageHeight; // Low resolution image height.
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// 7.2
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uint16 depth; // Depth of the largest mipmap in pixels.
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// Must be a power of 2. Can be 0 or 1 for a 2D texture (v7.2 only).
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};
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