Values
L8
Texture format with a single 8-bit depth representing luminance.
La8
OpenGL texture format with two values, luminance and alpha each stored with 8 bits.
R8
OpenGL texture format RED
with a single component and a bitdepth of 8.
Note: When using the GLES2 backend, this uses the alpha channel instead of the red channel for storage.
Rg8
OpenGL texture format RG
with two components and a bitdepth of 8 for each.
Rgb8
OpenGL texture format RGB
with three components, each with a bitdepth of 8.
Note: When creating an godot.ImageTexture
, an sRGB to linear color space conversion is performed.
Rgba8
OpenGL texture format RGBA
with four components, each with a bitdepth of 8.
Note: When creating an godot.ImageTexture
, an sRGB to linear color space conversion is performed.
Rgba4444
OpenGL texture format RGBA
with four components, each with a bitdepth of 4.
Rgba5551
OpenGL texture format GL_RGB5_A1
where 5 bits of depth for each component of RGB and one bit for alpha.
Rf
OpenGL texture format GL_R32F
where there's one component, a 32-bit floating-point value.
Rgf
OpenGL texture format GL_RG32F
where there are two components, each a 32-bit floating-point values.
Rgbf
OpenGL texture format GL_RGB32F
where there are three components, each a 32-bit floating-point values.
Rgbaf
OpenGL texture format GL_RGBA32F
where there are four components, each a 32-bit floating-point values.
Rh
OpenGL texture format GL_R32F
where there's one component, a 16-bit "half-precision" floating-point value.
Rgh
OpenGL texture format GL_RG32F
where there are two components, each a 16-bit "half-precision" floating-point value.
Rgbh
OpenGL texture format GL_RGB32F
where there are three components, each a 16-bit "half-precision" floating-point value.
Rgbah
OpenGL texture format GL_RGBA32F
where there are four components, each a 16-bit "half-precision" floating-point value.
Rgbe9995
A special OpenGL texture format where the three color components have 9 bits of precision and all three share a single 5-bit exponent.
Dxt1
The [https://en.wikipedia.org/wiki/S3_Texture_Compression](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 godot.ImageTexture
, an sRGB to linear color space conversion is performed.
Dxt3
The [https://en.wikipedia.org/wiki/S3_Texture_Compression](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 godot.ImageTexture
, an sRGB to linear color space conversion is performed.
Dxt5
The [https://en.wikipedia.org/wiki/S3_Texture_Compression](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 godot.ImageTexture
, an sRGB to linear color space conversion is performed.
RgtcR
Texture format that uses [https://www.khronos.org/opengl/wiki/Red_Green_Texture_Compression](Red Green Texture Compression), normalizing the red channel data using the same compression algorithm that DXT5 uses for the alpha channel.
RgtcRg
Texture format that uses [https://www.khronos.org/opengl/wiki/Red_Green_Texture_Compression](Red Green Texture Compression), normalizing the red and green channel data using the same compression algorithm that DXT5 uses for the alpha channel.
BptcRgba
Texture format that uses [https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression](BPTC) compression with unsigned normalized RGBA components.
Note: When creating an godot.ImageTexture
, an sRGB to linear color space conversion is performed.
BptcRgbf
Texture format that uses [https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression](BPTC) compression with signed floating-point RGB components.
BptcRgbfu
Texture format that uses [https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression](BPTC) compression with unsigned floating-point RGB components.
Pvrtc2
Texture format used on PowerVR-supported mobile platforms, uses 2-bit color depth with no alpha. More information can be found [https://en.wikipedia.org/wiki/PVRTC](here).
Note: When creating an godot.ImageTexture
, an sRGB to linear color space conversion is performed.
Pvrtc2a
Same as [https://en.wikipedia.org/wiki/PVRTC](PVRTC2), but with an alpha component.
Pvrtc4
Similar to [https://en.wikipedia.org/wiki/PVRTC](PVRTC2), but with 4-bit color depth and no alpha.
Pvrtc4a
Same as [https://en.wikipedia.org/wiki/PVRTC](PVRTC4), but with an alpha component.
Etc
[https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC1](Ericsson 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
[https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC](Ericsson Texture Compression format 2) (R11_EAC
variant), which provides one channel of unsigned data.
Etc2R11s
[https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC](Ericsson Texture Compression format 2) (SIGNED_R11_EAC
variant), which provides one channel of signed data.
Etc2Rg11
[https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC](Ericsson Texture Compression format 2) (RG11_EAC
variant), which provides two channels of unsigned data.
Etc2Rg11s
[https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC](Ericsson Texture Compression format 2) (SIGNED_RG11_EAC
variant), which provides two channels of signed data.
Etc2Rgb8
[https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC](Ericsson Texture Compression format 2) (RGB8
variant), which is a follow-up of ETC1 and compresses RGB888 data.
Note: When creating an godot.ImageTexture
, an sRGB to linear color space conversion is performed.
Etc2Rgba8
[https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC](Ericsson Texture Compression format 2) (RGBA8
variant), which compresses RGBA8888 data with full alpha support.
Note: When creating an godot.ImageTexture
, an sRGB to linear color space conversion is performed.
Etc2Rgb8a1
[https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC](Ericsson Texture Compression format 2) (RGB8_PUNCHTHROUGH_ALPHA1
variant), which compresses RGBA data to make alpha either fully transparent or fully opaque.
Note: When creating an godot.ImageTexture
, an sRGB to linear color space conversion is performed.
Max
Represents the size of the godot.Image_Format
enum.