Closed sehnryr closed 1 year ago
You're right, that's the correct bitmask. I loaded that texture in real-time and saw the format set to B8G8R8A8_UNORM
, which makes sense. I will update the DXGIFormat
in TextureInfos.cpp
for uncompressed textures.
I will note, the cursors in /Lotus/Interface/Graphics/Cursors
seem to have the Alpha and Blue channels swapped, so A8G8R8B8 (if that format existed). However I don't think these cursors exist in-game, so perhaps they are encoded incorrectly and noone at DE cares to fix them (or remove them, for that matter). https://twitter.com/PlayWarframe/status/1264632337523978252
This issue concerns only uncompressed textures. https://github.com/Puxtril/Warframe-Exporter/blob/0cee69add254e3260ee6b0ebfabc6c6a3c2246c6/include/texture/TextureInfo.h#L16
The masks currently are set as
0x000000FF
0x0000FF00
0x00FF0000
for the respectively R, G and B bit masks but should be0x00FF0000
0x0000FF00
0x000000FF
. See the texture for/Lotus/Weapons/Tenno/Zariman/LongGuns/SemiAutoRifle/ZarimanRifle_n.png
for example.