Eniko Fox

@eniko@mastodon.gamedev.place

So. Realistically. For 16 bit color I only need to support 555 bit and 565 bit right?

March 14, 2026 at 8:35:27 PM

If you use a table, you can encode 40 shades for each of red, green, and blue.

5551, 565, 4444, 88 for material maps, and full 16-bit monochrome for HDR and stuff!!!

Wait what was the question again

I really like 844 YCoCg as well. You should probably also support 8-bit palettised texture formats, and sometimes 332 is useful.

I mean for output though. Don't think there are a lot of systems using anything but 555 or 565

Agreed. But it's useful to support render-to-texture. PS1 and PS2 did not (different swizzle formats!) and was a huge pain.

well, i figured out how to work around the combinatorial explosion so now i can support way more formats without much work. just gotta include the header again for every "mode"

⋕undef AFINETRI_H
⋕define AFINETRI_SUFFIX _Rgb8
⋕define AFINETRI_MODE_RGB8
⋕include "afinetri.h"

you don't even want to know about all the exotic formats video people have come up with..

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