Agentlien - Graphics Programmer Introduction Last year I had to write code which converted texture data between gaming platforms. Going into it, I seriously underestimated the complexity of texture memory layouts. I'm currently working on a team at 505 Games porting a custom PC game engine to consoles. One of the many challenges faced has been around texture conversion. I knew there were a lot of complexities and subtleties to it. I recognized most of them in isolation. But, it wasn't until I had to write working code which handled all these details in tandem that the full complexity really sank in. And so, I thought this would make for an interesting blog post! This blog post will explain the complexity of texture memory layout, along with why it is necessary. This will be done through the lens of someone trying to debug the calculation of memory addresses for each part of a console texture. Due to the subject matter, this post will have to get a little bit more technical.…