How does MipMap Tail Packing on x360 work. #267
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I wanna implement mip map tail unpacking. How do I unpack the mip map tail? How do I get the offset? What are the funcs used here? Those are the question that keep me awake at night. Please Help! Thanks. |
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And while where at it. How does repacking work? And why does my dad not come back from the shop...he just wanted to get cigarettes. I don't want code if you don't have any I just want to by pointed into the right direction.,. |
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In UModel, textures are decoded in CTextureData::DecodeXBox360. This does untiling (unswizzling), but doesn't deal with mipmap packing, as UE3 stored all mips in separate arrays. |
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In UModel, textures are decoded in CTextureData::DecodeXBox360. This does untiling (unswizzling), but doesn't deal with mipmap packing, as UE3 stored all mips in separate arrays.
In XDK documentation, I'd suggest looking at Graphics/Textures folder, especially at "Packed Mipmap Tails" article.