Format

    Image.swift:24
    enum Format

    Cases

    • case l8

      Texture format with a single 8-bit depth representing luminance.

    • case la8

      OpenGL texture format with two values, luminance and alpha each stored with 8 bits.

    • case r8

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

    • case rg8

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

    • case rgb8

      OpenGL texture format RGB with three components, each with a bitdepth of 8.

    • case rgba8

      OpenGL texture format RGBA with four components, each with a bitdepth of 8.

    • case rgba4444

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

    • case rgb565

      OpenGL texture format RGB with three components. Red and blue have a bitdepth of 5, and green has a bitdepth of 6.

    • case rf

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

    • case rgf

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

    • case rgbf

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

    • case rgbaf

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

    • case rh

      OpenGL texture format GL_R16F where there’s one component, a 16-bit “half-precision” floating-point value.

    • case rgh

      OpenGL texture format GL_RG16F where there are two components, each a 16-bit “half-precision” floating-point value.

    • case rgbh

      OpenGL texture format GL_RGB16F where there are three components, each a 16-bit “half-precision” floating-point value.

    • case rgbah

      OpenGL texture format GL_RGBA16F where there are four components, each a 16-bit “half-precision” floating-point value.

    • case 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.

    • case dxt1

      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.

    • case dxt3

      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.

    • case dxt5

      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 transparent gradients compared to DXT3.

    • case rgtcR

      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.

    • case rgtcRg

      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.

    • case bptcRgba

      Texture format that uses BPTC compression with unsigned normalized RGBA components.

    • case bptcRgbf

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

    • case bptcRgbfu

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

    • case etc

      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.

    • case etc2R11

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

    • case etc2R11s

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

    • case etc2Rg11

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

    • case etc2Rg11s

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

    • case etc2Rgb8

      Ericsson Texture Compression format 2 (RGB8 variant), which is a follow-up of ETC1 and compresses RGB888 data.

    • case etc2Rgba8

      Ericsson Texture Compression format 2 (RGBA8variant), which compresses RGBA8888 data with full alpha support.

    • case etc2Rgb8a1

      Ericsson Texture Compression format 2 (RGB8_PUNCHTHROUGH_ALPHA1 variant), which compresses RGBA data to make alpha either fully transparent or fully opaque.

    • case etc2RaAsRg

      Ericsson Texture Compression format 2 (RGBA8 variant), which compresses RA data and interprets it as two channels (red and green). See also .etc2Rgba8.

    • case dxt5RaAsRg

      The 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.

    • case astc4x4

      Adaptive Scalable Texture Compression. This implements the 4×4 (high quality) mode.

    • case astc4x4Hdr

      Same format as .astc4x4, but with the hint to let the GPU know it is used for HDR.

    • case astc8x8

      Adaptive Scalable Texture Compression. This implements the 8×8 (low quality) mode.

    • case astc8x8Hdr

      Same format as .astc8x8, but with the hint to let the GPU know it is used for HDR.

    • case max

      Represents the size of the Format enum.

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