TEX/v0
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This is storing really low resolution textures for use if the real file is not yet loaded or streamed. One per continent (e.g. Azeroth.tex). Chunked structure. Internally called 'TextureBlob'.
structure
TXVR
uint32_t version;
As of 4.0.12479, 0
Rev 13329: 8 Byte of Data, actual only containing a 4 in the first Byte. (CataclysmCTF.tex)
TXBT
struct SBlobTexture { uint32_t filenameOffset; uint32_t txmdOffset; // TXMD-chunk offset relative to end of TXFN-chunk. uint8_t sizex; uint8_t sizey; // special case: sizex = sizey * 6 uint7_t m_numLevels; // mipmaps uint1_t loaded; uint4_t dxt_type; // 0 = Dxt1, 1 = Dxt3, 2 = Dxt5 uint4_t flags; // 1 = if dxt_type = Dxt1, prefer Argb1555 over Rgb565, if Dxt1 unavailable } entries[];
TXFN
char filenames[]; // zero-terminated, no file ending
TXMD[]
char textureData[]; // length depends on size, type and flags.
Can contain multiple mipmap levels for one texture. See UpdateBlobTexture() for unpacking.