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File format
Pyogenics edited this page Jan 16, 2025
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Adobe Texture Format files store image texture data ready to be used from Actionscript in Adobe Flash or Harman AIR applications with the Stage3D API.
- Compressed image data (PVRTC, ETC1, DXT1, DXT5)
- Uncompressed image data
- Builtin cubemaps
- Builtin mipmaps
- Texture streaming
The file is made up of to primary sections: the header which provides information about the file and the image data blocks which store the file's image data.
char signature[3] = "ATF"; // The signature is used to identify the file
int24 dataLength;
byte imageFlags; // Image type and format stored in a bitmask
int8 imageWidth; // The width of the image as a power of 2 (e.g. a value of 10 would be 2^10 = 1024 pixels)
int8 imageHeight; // The height of the image as a power of 2 (e.g. a value of 10 would be 2^10 = 1024 pixels)
int8 mipmaps; // Number of images stored in this file, the amount of images may be greater if the image is a cubemap
TFFFFFFF
Key | Value | Description |
---|---|---|
T | 0 | Normal image type |
T | 1 | Cubemap image type |
FFFFFFF | 0 | RGB888 image format |
FFFFFFF | 1 | RGBA8888 image format |
FFFFFFF | 2 | Compressed image format (DXT,PVRTC,ETC) |
The number of image blocks depends on the image count and wether the image is compressed and/or is a cubemap, cubemaps have 6 data blocks per image and compressed images have 8 data blocks per image.