![]() ![]() While the name and maskName fields are 32 bytes in length each on the Direct3D architecture, here they can be any size. The PlayStation 2 architecture uses header data of dynamic size. Unsigned char pad : 4 // recommended to be zero'ed out Unsigned char compressed : 1 // if true, raster may not be defined in original RW (compressed?) Unsigned int pad : 16 // should be zeroed out for sanityĭ3DFORMAT d3dFormat // SA, see D3DFORMAT on MSDN
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