XBM to DXT1

Convert XBM to DXT1 (Fast & Free)

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How to convert XBM to DXT1 ?

  1. Select XBM files you want to convert, from your computer or drag and drop it on the page.
  2. Press the "Convert" button in order to convert XBM to DXT1.
  3. When the conversion is completed, click "Download" on the desired converted DXT1 file.

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XBM to DXT1

Useful information about XBM

Extension: XBM
Name: X BitMap Image File Format
Mime Type: image/x-xbm
Converter: XBM Converter
Description: In computer graphics, the X Window System used X BitMap (XBM), a plain text binary image format, for storing cursor and icon bitmaps used in the X GUI. The XBM format is superseded by XPM, which first appeared for X11 in 1989. XBM files differ markedly from most image files in that they take the form of C source files. This means that they can be compiled directly into an application without any preprocessing steps, but it also makes them far larger than their raw pixel data. The image data is encoded as a comma-separated list of byte values, each written in the C hexadecimal notation, '0x13' for example, so that multiple ASCII characters are used to express a single byte of image information. XBM data consists of a series of static unsigned char arrays containing the monochrome pixel data. When the format was in common use, an XBM typically appeared in headers (.h files) which featured one array per image stored in the header. - Source

Useful information about DXT1

Extension: DXT1
Name: S3 Texture Compression - Dxt1
Mime Type: image/dxt
Converter: DXT1 Converter
Description: A DXT1 compressed image is an RGB image format. As such, the alpha of any color is assumed to be 1. Each 4x4 block takes up 64-bits of data, so compared to a 24-bit RGB format, it provides 6:1 compression. You can get a DXT1 image by using the as the internal format of the image. Each 4x4 block stores color data as follows. There are 2 16-bit color values, color0 followed by color1. Following this is a 32-bit unsigned integer containing values that describe how the two colors are combined to determine the color for a given pixel. The 2 16-bit color values are stored in little-endian format, so the low byte of the 16-bit color comes first in each case. The color values are stored in RGB order (from high bit to low bit) in 5_6_5 bits. The 32-bit unsigned integer is also stored in little-endian format. Every 2 bits of the integer represent a pixel; the 2 bits are a code that defines how to combine color0 and color1 to produce the color of that pixel. In order from highest bit to lowest bit (after the little-endian conversion), the pixels are stored in row-major order. Every 8 bits, 4 2-bit codes, is a single row of the image. - Source