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Nintendo® Confidential

## rgb2c

Syntax

    rgb2c [-m name] [-f fmt] [-o output]
          [-s bits] [-t citype] [-l r,g,b]
          [-h r,g,b] [-F] [-P] [-Q]
          [-S smask] [-X] [-b] [-r]
          infile.rgb

Explanation
It converts an .rgb file to a C data structure. Specifically, it reads an SGI RGB image file and generates a C data structure to standard output. The input image can have from 1 to 4 planes:

- A 1-plane input file is assumed to be intensity only.
- A 2-plane input file is assumed to be intensity/alpha.
- A 3-plane input file is treated as RGB.
- A 4-plane input file is treated as RGBA.

The currently supported output formats are:

- Intensity (4/8 bit)
- Intensity/Alpha (4/8/16 bit)
- RGBA (16/32 bit)

Any other specified combination of type and bit size is mapped to one of these three choices.
Command Line Options

- -m name Is the name of the C data structure; it defaults to texture.
- -f fmt Specifies the format of the output. Choices are I, IA, or RGBA.
- -o output Specifies the format of output text. Choices are C for .c output, MIP for mip-mapped .c output, MIPSUPPLIED for mip-mapped .c output with the different levels supplied, or RAW for raw ASCII format. When you use MIPSUPPLIED, name the texture files name0.rgb, name1.rgb, name2.rgb, and so on where name0.rgb is the top level image and each successive image is exactly half the size (in x and y) of the preceding one.
- -s bits Specifies the bit size of the output data. Choices are 4, 8, 16, or 32.
- -t citype Specifies the bit size of the output data. Choices are 4, 8, 16, or 32.
- -l r,g,b Specifies the low colors for interpolation. It defaults to 0, 0, 0.
- -h r,g,b Specifies the high colors for interpolation. It defaults to 255, 255, 255.
- -F Flips the image vertically.
- -P Toggles padding of texel rows for use with gDPLoadBlock. The default is padding on.
- -Q Quadricates (replicates each entry four times) the lookup table that is output for CI type textures. Use this option when loading TLUTs using the load_block command (as is done for version 1 of the hardware).
- -S smask Swaps 32-bit words on odd lines, toggling bit smask in texels.
- -X Adds extra padding to make all declared objects a multiple of 32 bytes long.
- -b Toggles shifting each tile by 0.5. This is necessary when MIP map levels are supplied (output type MIPSUPPLIED), when the shift has been performed, and when the lower levels were filtered. Ususlly you don't need to use this option.
- -r Excludes the raw data. This can be used when the output type is MIP or MIPSUPPLIED to avoid including extraneous data that will eat memory space. Do not use this option with C output.

See Also
flt2c

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Copyright © 1998
Nintendo of America Inc. All rights reserved
Nintendo and N64 are registered trademarks of Nintendo
Last updated March 1998