Enum Image.Format

enum Format : int { ... }

Enum members

NameDescription
formatBptcRgba Texture format that uses url=https://www.khronos.org/opengl/wiki/BPTC_Texture_CompressionBPTC/url compression with unsigned normalized RGBA components. Note: When creating an ImageTexture, an sRGB to linear color space conversion is performed.
formatBptcRgbf Texture format that uses url=https://www.khronos.org/opengl/wiki/BPTC_Texture_CompressionBPTC/url compression with signed floating-point RGB components.
formatBptcRgbfu Texture format that uses url=https://www.khronos.org/opengl/wiki/BPTC_Texture_CompressionBPTC/url compression with unsigned floating-point RGB components.
formatDxt1 The url=https://en.wikipedia.org/wiki/S3_Texture_CompressionS3TC/url 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.
formatDxt3 The url=https://en.wikipedia.org/wiki/S3_Texture_CompressionS3TC/url 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.
formatDxt5 The url=https://en.wikipedia.org/wiki/S3_Texture_CompressionS3TC/url 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.
formatEtc url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC1Ericsson Texture Compression format 1/url, also referred to as "ETC1", and is part of the OpenGL ES graphics standard. This format cannot store an alpha channel.
formatEtc2R11 url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EACEricsson Texture Compression format 2/url (R11_EAC variant), which provides one channel of unsigned data.
formatEtc2R11s url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EACEricsson Texture Compression format 2/url (SIGNED_R11_EAC variant), which provides one channel of signed data.
formatEtc2Rg11 url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EACEricsson Texture Compression format 2/url (RG11_EAC variant), which provides two channels of unsigned data.
formatEtc2Rg11s url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EACEricsson Texture Compression format 2/url (SIGNED_RG11_EAC variant), which provides two channels of signed data.
formatEtc2Rgb8 url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EACEricsson Texture Compression format 2/url (RGB8 variant), 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.
formatEtc2Rgb8a1 url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EACEricsson Texture Compression format 2/url (RGB8_PUNCHTHROUGH_ALPHA1 variant), 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.
formatEtc2Rgba8 url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EACEricsson Texture Compression format 2/url (RGBA8variant), which compresses RGBA8888 data with full alpha support. Note: When creating an ImageTexture, an sRGB to linear color space conversion is performed.
formatL8 Texture format with a single 8-bit depth representing luminance.
formatLa8 OpenGL texture format with two values, luminance and alpha each stored with 8 bits.
formatMax Represents the size of the format enum.
formatPvrtc2 Texture format used on PowerVR-supported mobile platforms, uses 2-bit color depth with no alpha. More information can be found url=https://en.wikipedia.org/wiki/PVRTChere/url. Note: When creating an ImageTexture, an sRGB to linear color space conversion is performed.
formatPvrtc2a Same as url=https://en.wikipedia.org/wiki/PVRTCPVRTC2/url, but with an alpha component.
formatPvrtc4 Similar to url=https://en.wikipedia.org/wiki/PVRTCPVRTC2/url, but with 4-bit color depth and no alpha.
formatPvrtc4a Same as url=https://en.wikipedia.org/wiki/PVRTCPVRTC4/url, but with an alpha component.
formatR8 OpenGL texture format RED with a single component and a bitdepth of 8.
formatRf OpenGL texture format GL_R32F where there's one component, a 32-bit floating-point value.
formatRg8 OpenGL texture format RG with two components and a bitdepth of 8 for each.
formatRgb8 OpenGL texture format RGB with three components, each with a bitdepth of 8. Note: When creating an ImageTexture, an sRGB to linear color space conversion is performed.
formatRgba4444 OpenGL texture format RGBA with four components, each with a bitdepth of 4.
formatRgba5551 OpenGL texture format GL_RGB5_A1 where 5 bits of depth for each component of RGB and one bit for alpha.
formatRgba8 OpenGL texture format RGBA with four components, each with a bitdepth of 8. Note: When creating an ImageTexture, an sRGB to linear color space conversion is performed.
formatRgbaf OpenGL texture format GL_RGBA32F where there are four components, each a 32-bit floating-point values.
formatRgbah OpenGL texture format GL_RGBA32F where there are four components, each a 16-bit "half-precision" floating-point value.
formatRgbe9995 A special OpenGL texture format where the three color components have 9 bits of precision and all three share a single 5-bit exponent.
formatRgbf OpenGL texture format GL_RGB32F where there are three components, each a 32-bit floating-point values.
formatRgbh OpenGL texture format GL_RGB32F where there are three components, each a 16-bit "half-precision" floating-point value.
formatRgf OpenGL texture format GL_RG32F where there are two components, each a 32-bit floating-point values.
formatRgh OpenGL texture format GL_RG32F where there are two components, each a 16-bit "half-precision" floating-point value.
formatRgtcR Texture format that uses url=https://www.khronos.org/opengl/wiki/Red_Green_Texture_CompressionRed Green Texture Compression/url, normalizing the red channel data using the same compression algorithm that DXT5 uses for the alpha channel.
formatRgtcRg Texture format that uses url=https://www.khronos.org/opengl/wiki/Red_Green_Texture_CompressionRed Green Texture Compression/url, normalizing the red and green channel data using the same compression algorithm that DXT5 uses for the alpha channel.
formatRh OpenGL texture format GL_R32F where there's one component, a 16-bit "half-precision" floating-point value.