It only has 16 entries and is by far the fastest way to do this.).

u8 codeword = payload[1];

Substitute |N| by M g cos(35°) - |T| sin (25°) in eq 1 to get

u8 cVb = cVb6 << 2 | cVb6 >> 4; ETC1 makes some simple breakdowns of the image data into more managable chunks. for(u8 a = 0; a < 4; a++)

... payload[0]|4,3| 2 | payload[0]|1,0|; u8 colors[0 ... the first bit of that byte must be chosen so that the rest of the byte will not overflow when unpacked by an ETC2 decoder.

fig: top row: byte boundries, middle row: de-fragmented 57-bit Planar Mode data unpacked from differential code, bottom row: bit layout of 57-bit Planar Mode data. Momentum (Secondary, Azimunthal) Quantum Number (l) u8 c1b = c1b4 << 4 | c1b4;

Now that we've got the basics out of the way, on to how these payloads are decoded in the ETC1 modes we mentioned earlier. 4. W = (-M g sin α , -M g cos α ) u8 c1r = cs5[1][0] << 3 | cs5[1][0] >> 2; emission of a photon of light). u8 c0g4 = payload[1]|7,4|; pi[0] = payload[7]|2,0|; If you somehow found your way to this document without an understanding of what ETC is or what it might be useful for, I will give you a quick rundown. Mouser offers inventory, pricing, & datasheets for Lug Terminals 2/0 AWG Terminals. u32 imageX = 4*(x + b); With the usage of higher resolution textures in games today, most high budget games can have gigabytes, or even terabytes of texture data.

for(u8 b = 0; b < 2; b++) {      x components: 0 + |Fa| + |Fk| - M g sin α = 0         (eq 1)

} image[imageY][imageX] = clamp(0, c1r + codebookValue, 255);

pattern with a different energy (usually accompanied by the absorption or u32 imageY = y + a;      x-components are equal : |W| sin (27°) + 0 = M |a| Movie Costs are estimates containing both Production and Print and Advertising costs.

To ensure that no over/underflow happens when writing 7 bits into the byte of a color channel, set the leading bit of that byte to the opposite of the leading bit of the 7-bit value. u32 imageY = y + a; u8 codeword0 = payload[3]|7,5|; This contains only Net Collections it doesn’t include overseas collections.

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The other encoding methods have a hard time reproducing these blocks, and you get block-edge artifacts in the compressed image. M = 100 Kg, g = 10 m/s^2 for(u8 b = 0; b < 4; b++) { u8 c0g7 = payload[0]|0,0| << 6 | payload[1]|6,1|;

fig: top row: byte boundries, middle row: standard block bit layout, bottom row: bit layout of 59-bit T-mode, dark grey blocks are unable to be used to store information. configuration. sin α = 2/4 = 1/2 u8 c0r = c0r6 << 2 | c0r6 >> 4;

u8 baseAlpha = payload[0];      0 - 50 cos (30) + |N| + 0 = 0 The subshell with n=2 and l=1 is the 2p subshell; if n=3

For now, let's get a look at what that codebook looks like: horizontal index is codeword, vertical is pixel index, Those of you who have done the reading might notice something interesting about this codebook: it isn't laid out like the ones in a lot of the other resources available online. i8 codebookValue = codebookETC1[codeword1][pixelIndexes[a*4 + b]]; decode57P(payload, image, x, y);

i8 codebookValue = codebookETC1[codeword1][pixelIndexes[a*4 + b]];


(Pad the image if it is not a multiple of 4) Each block gets reduced to two 64 bit payloads, one storing color data, and one storing alpha data. weight: |W| = M g ; g = 10 m/2 colors[1][0] = c0r - codebookECT2[codeword];

probability of finding the electron. In a ground state configuration, all of the electrons are in as low an //extract color data and codeword from payload u8 codeword = payload[3]|3,2| << 1 | payload[3]|0,0|; Because of this it makes sense to break down an image into smaller regions (blocks) and store a base color for each region along with smaller offsets in luminance for each pixel in the region. When I looked into what the compression formats were like, I was surprised to find very little good documentation for how the mobile formats actually worked. A maybe not so simple method to do this was found.

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It doesn't even have a codebook. pi[0] = payload[3]|3,1|;

} else if(c1g5 > 31 || c1g5 < 0) {

image[imageY][imageX + 2] = clamp(0, c0b + codebookValue, 255);

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i8 c1b5 = c0b5 + c1bd;

y components equation: If you built a nice lookup table for doing this in the T-Mode decode, it can be used here too. One bit is used to indicate if the sub-blocks are oriented horizontally (4X2) or vertically.

This list is updated on Nov 12, 2020. We extract the color channel data and codeword each into their own bytes from the payload, then expand the color channels from RGB4 to RGB8 using bit copying just like in 444 Mode. Thanks for your time, and hopefully you found this document useful.

u32 imageY = y + a; } Well, that's all folks. b) Find the magnitude of the tension T in the string.

(code follows), //payload: the data in the encoded block value void decodeDifferential(u8[] payload, u8[][] image, u32 x, u32 y, cs5[][]) {

u8 c0g = c0g4 << 4 | c0g4; u8 pi = payload[4 + a]|7 - 2*b, 6 - 2*b|;

u8 colors[0][2] = payload[1]|3,0| << 4 | payload[1]|3,0|;

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NOTE: I say here that ETC1 stores a 64 bit payload for alpha, but it is important that ETC1 doesn't actually support any formats that store alpha data. sum of all ycomponents = 0 gives: image[imageY][imageX + 2] = clamp(0, c0b + codebookValue, 255);

} u8 colors[1][1] = clamp(0, colors[2][1] + codebookETC2[codeword], 255);

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u8 colors[1][0] = clamp(0, colors[2][0] + codebookETC2[codeword], 255);

u8[][] colors = u8[4][3];

image[imageY][imageX + 2] = clamp(0, c0b + codebookValue, 255); Principal Quantum With that said, alpha is stored in a method very similar to the normal ETC1 444 Mode, but since there is only one channel, it is simplified a bit. Transition metals (B-group) usually form +2 charges from losing the (See appendix 2).

This is a lossy form of compression, but it does a passable job in enough cases. image[imageY][imageX] = clamp(0, (b*(cHr - c0r) + a*(cVr - c0r) + 4*c0r + 2) >> 2, 255);

But oh ye nieve soul, this is only the base definition of the alpha codebook, we'll call it A for posterity. This means that an image has to have dimensions that are multiples of 4 for the compression to work. u8 cVr6 = payload[5]|2,0| << 3 | payload[6]|7,5|; }

     1. i8 c1r5 = c0r5 + c1rd; } ETC compression achieves a 4:1 compression on RGBA data, (I am interested in the application to RGBA so this whole writeup is based on it) meaning you can fit four times as much texture data into the same amount of VRAM. A force F. of magnitude 30 N acts on the particle in the direction parallel and up the inclined plane. In the diagram below, W is the weight of the box, N the normal force exerted by the inclined plane on the box, Feval(ez_write_tag([[336,280],'problemsphysics_com-banner-1','ezslot_4',360,'0','0']));a is the force applied to have the box in equilibrium and Fs the force of friction opposite Fa. image[imageY][imageX + 2] = colors[pi][2];

© The box is on the point of sliding down the inclined plane. //extend color 1 color channels via bit copying After that we use the codeword to look up the offset value from the ETC2 codebook.

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Now for the special sauce of T-Mode. pi[0] = payload[5]|1,0| << 1 | payload[6]|7,7|; When electrons are u8 codeword = payload[3]|2,2| << 2 | payload[3]|0,0| << 1 | c0 > c1;

     - M g cos(35°) + |T| sin (25°) + |N| + 0 = 0