Image.Format

Values

ValueMeaning
formatL80
formatLa81
formatR82

OpenGL texture format RED with a single component and a bitdepth of 8.

formatRg83

OpenGL texture format RG with two components and a bitdepth of 8 for each.

formatRgb84

OpenGL texture format RGB with three components, each with a bitdepth of 8. Note that when creating an ImageTexture, an sRGB to linear color space conversion is performed.

formatRgba85

OpenGL texture format RGBA with four components, each with a bitdepth of 8. Note that when creating an ImageTexture, an sRGB to linear color space conversion is performed.

formatRgba44446

OpenGL texture format RGBA with four components, each with a bitdepth of 4.

formatRgba55517

OpenGL texture format GL_RGB5_A1 where 5 bits of depth for each component of RGB and one bit for alpha.

formatRf8

OpenGL texture format GL_R32F where there's one component, a 32-bit floating-point value.

formatRgf9

OpenGL texture format GL_RG32F where there are two components, each a 32-bit floating-point values.

formatRgbf10

OpenGL texture format GL_RGB32F where there are three components, each a 32-bit floating-point values.

formatRgbaf11

OpenGL texture format GL_RGBA32F where there are four components, each a 32-bit floating-point values.

formatRh12

OpenGL texture format GL_R32F where there's one component, a 16-bit "half-precision" floating-point value.

formatRgh13

OpenGL texture format GL_RG32F where there's two components, each a 16-bit "half-precision" floating-point value.

formatRgbh14

OpenGL texture format GL_RGB32F where there's three components, each a 16-bit "half-precision" floating-point value.

formatRgbah15

OpenGL texture format GL_RGBA32F where there's four components, each a 16-bit "half-precision" floating-point value.

formatRgbe999516

A special OpenGL texture format where the three color components have 9 bits of precision and all three share a single exponent.

formatDxt117

The 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. More information can be found at https://www.khronos.org/opengl/wiki/S3_Texture_Compression. Note that when creating an ImageTexture, an sRGB to linear color space conversion is performed.

formatDxt318

The 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 that when creating an ImageTexture, an sRGB to linear color space conversion is performed.

formatDxt519

The 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 transparency gradients than DXT3. Note that when creating an ImageTexture, an sRGB to linear color space conversion is performed.

formatRgtcR20

Texture format that uses Red Green Texture Compression, normalizing the red channel data using the same compression algorithm that DXT5 uses for the alpha channel. More information can be found here https://www.khronos.org/opengl/wiki/Red_Green_Texture_Compression.

formatRgtcRg21

Texture 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.

formatBptcRgba22

Texture format that uses BPTC compression with unsigned normalized RGBA components. More information can be found at https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression. Note that when creating an ImageTexture, an sRGB to linear color space conversion is performed.

formatBptcRgbf23

Texture format that uses BPTC compression with signed floating-point RGB components.

formatBptcRgbfu24

Texture format that uses BPTC compression with unsigned floating-point RGB components.

formatPvrtc225

Texture format used on PowerVR-supported mobile platforms, uses 2 bit color depth with no alpha. More information on PVRTC can be found here https://en.wikipedia.org/wiki/PVRTC. Note that when creating an ImageTexture, an sRGB to linear color space conversion is performed.

formatPvrtc2a26

Same as PVRTC2, but with an alpha component.

formatPvrtc427

Similar to PVRTC2, but with 4 bit color depth and no alpha.

formatPvrtc4a28

Same as PVRTC4, but with an alpha component.

formatEtc29

Ericsson Texture Compression format, also referred to as 'ETC1', and is part of the OpenGL ES graphics standard. An overview of the format is given at https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC1.

formatEtc2R1130

Ericsson Texture Compression format 2 variant R11_EAC, which provides one channel of unsigned data.

formatEtc2R11s31

Ericsson Texture Compression format 2 variant SIGNED_R11_EAC, which provides one channel of signed data.

formatEtc2Rg1132

Ericsson Texture Compression format 2 variant RG11_EAC, which provides two channels of unsigned data.

formatEtc2Rg11s33

Ericsson Texture Compression format 2 variant SIGNED_RG11_EAC, which provides two channels of signed data.

formatEtc2Rgb834

Ericsson Texture Compression format 2 variant RGB8, which is a followup of ETC1 and compresses RGB888 data. Note that when creating an ImageTexture, an sRGB to linear color space conversion is performed.

formatEtc2Rgba835

Ericsson Texture Compression format 2 variant RGBA8, which compresses RGBA8888 data with full alpha support. Note that when creating an ImageTexture, an sRGB to linear color space conversion is performed.

formatEtc2Rgb8a136

Ericsson Texture Compression format 2 variant RGB8_PUNCHTHROUGH_ALPHA1, which compresses RGBA data to make alpha either fully transparent or fully opaque. Note that when creating an ImageTexture, an sRGB to linear color space conversion is performed.

formatMax37

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