02-26-2022, 10:43 AM
(This post was last modified: 02-26-2022, 11:17 AM by Random Talking Bush.)
(02-26-2022, 07:08 AM)YeraySL Wrote: Someone that got the textures told me its not the correct format, someone suggested: R16_UNSIGNED_NORMALIZED and another guy told me this: but they have a color range from 0-65535 instead of 0-1
(02-26-2022, 08:30 AM)Zero-Chan Wrote: I actually think it's not a R16_Float, the format is pretty surely also not a R16_UNSIGNED_NORMALIZED, it's pretty surely R16UI.Huh, are you sure? I just tried setting it to both UINT (which I noticed is also the way it's set up in Switch Toolbox) and UNORM (the other R16 format I've accounted for in the script), and the results were less than optimal for both.
It's an integer texture, not a float texture, therefore it can not be normalized. So the script works, but is pretty much lossy right now.
R16_FLOAT
R16_UINT
Also seems to conflict with my notes, where the second byte usually assumes the following suffixes:
Code:
0x01 = UNORM
0x02 = SNORM
0x05 = FLOAT / SF16 (same one for the texture above, 0x0A05)
0x06 = UNORM_SRGB
0x0A = UF16