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Image

The game primarily uses gpu-ready packed/compressed texture formats for images.

A list of all supported formats can be found in the keen::PixelFormat enum in the type definitions. All formats follow Vulkan's Format Spec

The most commonly used formats are:

  • R8G8B8A8_UNORM: 32-bit RGBA format for color textures with alpha (e.g. sprites, UI elements)
  • BC7_SRGB_BLOCK: Compressed format for color textures with optional alpha (e.g. albedo/diffuse maps)
  • BC5_UNORM_BLOCK: Compressed format for normal maps
  • BC1_RGB_UNORM_BLOCK: Compressed format for material parameters (e.g. roughness, metallic, ambient occlusion)
  • BC4_UNORM_BLOCK: Compressed format for single-channel textures (e.g. masks)
  • BC6H_UFLOAT_BLOCK: Compressed format for HDR textures (e.g. emissive maps)