I am trying to test my GL skills by remaking an old DirectX demo that used to be on the net called Trails (or Trails5) by a guy named Arne Gabriel.
I think I can now duplicate most of the functionality in OpenGL but I can not load all the textures because some are in .raw format.
I have read that .raw is actually not a defined standard so it is difficult to load from but I thought some of you might have suggestions on how I could interpret the texture data in the .raw files (maybe someone already has a raw loader that they would share).
And yes, in case you are wondering I did attempt to ask Arne by email how the data was stored but I have never heard back.
I believe you are correct – there is no official raw file format. It’s just data stored in ascii format so you can look at it in a text editor.
Anyone can make up their own “raw file format” is the way I always understood it. It’s certainly not difficult to load – on the contrary, since it’s so easy to deal with text files, it’s usually the first way beginners deal with graphics data in their test programs (well, for me it was/is anyway).
What do these raw files you have look like in a text editor?
I have already tried wotsit. There was a reference to .raw format but I believe that is where I saw information leading me to believe that .raw was not a well defined standard.
If anyone is interested, here is a HEX dump from the beginning of the file.
I could be wrong, but aren’t most raw image files just a direct dump of RGB data? I think that’s the raw format that PhotoShop writes to, anyway. There is no information included such as dimensions of the image.
But like I said, I could be wrong. It would be pretty easy to try and load that all as raw RGB data and see what it looks like, though.