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static void Main(string[] args) | |
{ | |
/* C# code snippet to calculate the mipmap sizes for the BFBC2 textures, by Heico */ | |
/* In this case we use a DXT1 texture with a resolution of 512 * 512 and 9 mipmaps */ | |
/* For DXT2-5 textures the code must be slightly edited, see Microsoft Docs below */ | |
//Read the integers below from file | |
int mipmapCount = 9; | |
int width = 512; | |
int height = 512; | |
//Create array to store all mipmap sizes | |
int[] mipmaps = new int[mipmapCount]; | |
//Calculate the size of the first mipmap with this formula. Source can be found below. | |
int mipmapSize = Math.Max(1, ((width + 3) / 4)) * Math.Max(1, ((height + 3) / 4)) * 8; | |
//Store mipmap size in array | |
mipmaps[0] = mipmapSize; | |
Console.WriteLine("Mipmap 1: " + mipmapSize); | |
//Calculate the size of the remaining mipmaps. | |
//We start the loop at i = 1 because we have calculated the first mipmap already | |
for (int i = 1; i < mipmapCount; i++) | |
{ | |
//Only divide by 4 if minimum of 8 bytes (DXT1) has not been reached | |
if (mipmapSize != 8) | |
mipmapSize = mipmapSize / 4; | |
mipmaps[i] = mipmapSize; | |
Console.WriteLine("Mipmap " + (i + 1) + ": " + mipmapSize); | |
} | |
//Now you can start to work with the sizes stored in the integer array... | |
Console.WriteLine("Press any key to close the window..."); | |
Console.ReadKey(); | |
} | |
//Console Output: | |
/* | |
Mipmap 1: 131072 | |
Mipmap 2: 32768 | |
Mipmap 3: 8192 | |
Mipmap 4: 2048 | |
Mipmap 5: 512 | |
Mipmap 6: 128 | |
Mipmap 7: 32 | |
Mipmap 8: 8 | |
Mipmap 9: 8 | |
*/ | |
//Source (Microsoft Docs): https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dds-file-layout-for-textures |
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