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 mapsBC1_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)