public static void WriteFTEXData(XmlWriter writer, ResU.Texture texture) { writer.WriteStartElement("FTEX"); writer.WriteAttributeString("Name", texture.Name); writer.WriteAttributeString("Dim", texture.Dim.ToString()); writer.WriteAttributeString("Width", texture.Width.ToString()); writer.WriteAttributeString("Height", texture.Height.ToString()); writer.WriteAttributeString("Depth", texture.Depth.ToString()); writer.WriteAttributeString("MipCount", texture.MipCount.ToString()); writer.WriteAttributeString("Format", texture.Format.ToString()); writer.WriteAttributeString("AAMode", texture.AAMode.ToString()); writer.WriteAttributeString("Usage", texture.Use.ToString()); writer.WriteAttributeString("TileMode", texture.TileMode.ToString()); writer.WriteAttributeString("Swizzle", texture.Swizzle.ToString()); writer.WriteAttributeString("Alignment", texture.Alignment.ToString()); writer.WriteAttributeString("Pitch", texture.Pitch.ToString()); writer.WriteAttributeString("FirstSlice", texture.ViewSliceFirst.ToString()); writer.WriteAttributeString("SliceCount", texture.ViewSliceCount.ToString()); writer.WriteAttributeString("CompSelR", texture.CompSelR.ToString()); writer.WriteAttributeString("CompSelG", texture.CompSelG.ToString()); writer.WriteAttributeString("CompSelB", texture.CompSelB.ToString()); writer.WriteAttributeString("CompSelA", texture.CompSelA.ToString()); writer.WriteAttributeString("Regs", texture.Regs.ToString()); writer.WriteAttributeString("ArrayLength", texture.ArrayLength.ToString()); writer.WriteAttributeString("Path", texture.Path); // These should be written as binary files, not ASCII writer.WriteAttributeString("Data", texture.Data.ToString()); writer.WriteAttributeString("MipData", texture.MipData.ToString()); writer.WriteAttributeString("UserData", texture.UserData.ToString()); writer.WriteEndElement(); }
public static Texture WiiUToSwicthBNTXTexture(ResU.Texture textureU) { Texture texture = new Texture(); texture.Height = textureU.Height; texture.Width = textureU.Width; texture.Format = ConvertGX2ToSwitchFormat(textureU.Format); texture.Alignment = (int)textureU.Alignment; texture.ArrayLength = textureU.ArrayLength; texture.ChannelRed = ConvertWiiUToBNTXChannel(textureU.CompSelR); texture.ChannelGreen = ConvertWiiUToBNTXChannel(textureU.CompSelG); texture.ChannelBlue = ConvertWiiUToBNTXChannel(textureU.CompSelB); texture.ChannelAlpha = ConvertWiiUToBNTXChannel(textureU.CompSelA); texture.MipCount = textureU.MipCount == 0 ? 1 : texture.MipCount; texture.Swizzle = 0; return(texture); }