/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __BINARYIMAGEDATA_H__ #define __BINARYIMAGEDATA_H__ /* ================================================================================================ This is where the Binary image headers go that are also included by external tools such as the cloud. ================================================================================================ */ // These structures are used for memory mapping bimage files, but // not for the normal loading, so be careful making changes. // Values are big endien to reduce effort on consoles. #define BIMAGE_VERSION 10 #define BIMAGE_MAGIC (unsigned int)( ('B'<<0)|('I'<<8)|('M'<<16)|(BIMAGE_VERSION<<24) ) struct bimageImage_t { int level; int destZ; int width; int height; int dataSize; // dataSize bytes follow }; #pragma pack( push, 1 ) struct bimageFile_t { ID_TIME_T sourceFileTime; int headerMagic; int textureType; int format; int colorFormat; int width; int height; int numLevels; // one or more bimageImage_t structures follow }; #pragma pack( pop ) #endif // __BINARYIMAGEDATA_H__