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Add code to generate TGA type 1 test textures
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1 changed files with 44 additions and 0 deletions
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@ -1,5 +1,49 @@
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dofile("../init.lua")
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local _ = { 0 }
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local R = { 1 }
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local G = { 2 }
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local B = { 3 }
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local pixels_colormapped = {
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{ _, _, _, _, _, B, _, B, },
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{ _, _, _, _, _, B, B, B, },
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{ _, _, G, G, G, B, _, B, },
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{ _, _, G, _, G, B, B, B, },
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{ _, R, G, _, _, _, _, _, },
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{ _, R, G, G, G, _, _, _, },
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{ _, R, _, _, _, _, _, _, },
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{ R, R, R, _, _, _, _, _, },
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}
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image_colormapped = tga_encoder.image(pixels_colormapped)
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colormap_32bpp = {
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{ 0, 0, 0, 128 },
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{ 255, 0, 0, 255 },
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{ 0, 255, 0, 255 },
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{ 0, 0, 255, 255 },
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}
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image_colormapped:save(
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"type1_32bpp_bt.tga",
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{ colormap = colormap_32bpp, color_format = "B8G8R8A8" }
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)
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image_colormapped:save(
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"type1_16bpp_bt.tga",
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{ colormap = colormap_32bpp, color_format = "A1R5G5B5" }
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)
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colormap_24bpp = {
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{ 0, 0, 0 },
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{ 255, 0, 0 },
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{ 0, 255, 0 },
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{ 0, 0, 255 },
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}
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image_colormapped:save(
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"type1_24bpp_bt.tga",
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{ colormap = colormap_32bpp, color_format = "B8G8R8" }
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)
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local _ = { 0, 0, 0, 128 }
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local R = { 255, 0, 0, 255 }
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local G = { 0, 255, 0, 255 }
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