Enum Image.Format
- Namespace
- Godot
- Assembly
- GodotSharp.dll
public enum Image.Format : long
Fields
Astc4X4 = 35Adaptive Scalable Texture Compression. This implements the 4x4 (high quality) mode.
Astc4X4Hdr = 36Same format as Astc4X4, but with the hint to let the GPU know it is used for HDR.
Astc8X8 = 37Adaptive Scalable Texture Compression. This implements the 8x8 (low quality) mode.
Astc8X8Hdr = 38Same format as Astc8X8, but with the hint to let the GPU know it is used for HDR.
BptcRgba = 22Texture format that uses BPTC compression with unsigned normalized RGBA components.
Note: When creating an ImageTexture, an sRGB to linear color space conversion is performed.
BptcRgbf = 23Texture format that uses BPTC compression with signed floating-point RGB components.
BptcRgbfu = 24Texture format that uses BPTC compression with unsigned floating-point RGB components.
Dxt1 = 17The S3TC texture format that uses Block Compression 1, and is the smallest variation of S3TC, only providing 1 bit of alpha and color data being premultiplied with alpha.
Note: When creating an ImageTexture, an sRGB to linear color space conversion is performed.
Dxt3 = 18The S3TC texture format that uses Block Compression 2, and color data is interpreted as not having been premultiplied by alpha. Well suited for images with sharp alpha transitions between translucent and opaque areas.
Note: When creating an ImageTexture, an sRGB to linear color space conversion is performed.
Dxt5 = 19The S3TC texture format also known as Block Compression 3 or BC3 that contains 64 bits of alpha channel data followed by 64 bits of DXT1-encoded color data. Color data is not premultiplied by alpha, same as DXT3. DXT5 generally produces superior results for transparent gradients compared to DXT3.
Note: When creating an ImageTexture, an sRGB to linear color space conversion is performed.
Dxt5RaAsRg = 34The S3TC texture format also known as Block Compression 3 or BC3, which compresses RA data and interprets it as two channels (red and green). See also Dxt5.
Etc = 25Ericsson Texture Compression format 1, also referred to as "ETC1", and is part of the OpenGL ES graphics standard. This format cannot store an alpha channel.
Etc2R11 = 26Ericsson Texture Compression format 2 (
R11_EACvariant), which provides one channel of unsigned data.Etc2R11S = 27Ericsson Texture Compression format 2 (
SIGNED_R11_EACvariant), which provides one channel of signed data.Etc2RaAsRg = 33Ericsson Texture Compression format 2 (
RGBA8variant), which compresses RA data and interprets it as two channels (red and green). See also Etc2Rgba8.Etc2Rg11 = 28Ericsson Texture Compression format 2 (
RG11_EACvariant), which provides two channels of unsigned data.Etc2Rg11S = 29Ericsson Texture Compression format 2 (
SIGNED_RG11_EACvariant), which provides two channels of signed data.Etc2Rgb8 = 30Ericsson Texture Compression format 2 (
RGB8variant), which is a follow-up of ETC1 and compresses RGB888 data.Note: When creating an ImageTexture, an sRGB to linear color space conversion is performed.
Etc2Rgb8A1 = 32Ericsson Texture Compression format 2 (
RGB8_PUNCHTHROUGH_ALPHA1variant), which compresses RGBA data to make alpha either fully transparent or fully opaque.Note: When creating an ImageTexture, an sRGB to linear color space conversion is performed.
Etc2Rgba8 = 31Ericsson Texture Compression format 2 (
RGBA8variant), which compresses RGBA8888 data with full alpha support.Note: When creating an ImageTexture, an sRGB to linear color space conversion is performed.
L8 = 0Texture format with a single 8-bit depth representing luminance.
La8 = 1OpenGL texture format with two values, luminance and alpha each stored with 8 bits.
Max = 39Represents the size of the Image.Format enum.
R8 = 2OpenGL texture format
REDwith a single component and a bitdepth of 8.Rf = 8OpenGL texture format
GL_R32Fwhere there's one component, a 32-bit floating-point value.Rg8 = 3OpenGL texture format
RGwith two components and a bitdepth of 8 for each.Rgb565 = 7OpenGL texture format
RGBwith three components. Red and blue have a bitdepth of 5, and green has a bitdepth of 6.Rgb8 = 4OpenGL texture format
RGBwith three components, each with a bitdepth of 8.Note: When creating an ImageTexture, an sRGB to linear color space conversion is performed.
Rgba4444 = 6OpenGL texture format
RGBAwith four components, each with a bitdepth of 4.Rgba8 = 5OpenGL texture format
RGBAwith four components, each with a bitdepth of 8.Note: When creating an ImageTexture, an sRGB to linear color space conversion is performed.
Rgbaf = 11OpenGL texture format
GL_RGBA32Fwhere there are four components, each a 32-bit floating-point values.Rgbah = 15OpenGL texture format
GL_RGBA16Fwhere there are four components, each a 16-bit "half-precision" floating-point value.Rgbe9995 = 16A special OpenGL texture format where the three color components have 9 bits of precision and all three share a single 5-bit exponent.
Rgbf = 10OpenGL texture format
GL_RGB32Fwhere there are three components, each a 32-bit floating-point values.Rgbh = 14OpenGL texture format
GL_RGB16Fwhere there are three components, each a 16-bit "half-precision" floating-point value.Rgf = 9OpenGL texture format
GL_RG32Fwhere there are two components, each a 32-bit floating-point values.Rgh = 13OpenGL texture format
GL_RG16Fwhere there are two components, each a 16-bit "half-precision" floating-point value.RgtcR = 20Texture format that uses Red Green Texture Compression, normalizing the red channel data using the same compression algorithm that DXT5 uses for the alpha channel.
RgtcRg = 21Texture format that uses Red Green Texture Compression, normalizing the red and green channel data using the same compression algorithm that DXT5 uses for the alpha channel.
Rh = 12OpenGL texture format
GL_R16Fwhere there's one component, a 16-bit "half-precision" floating-point value.