Used by the
TGLTexture textureformat property to specify how a texture is stored in memory. For example if the textureformat is set to tfRGB then the texture will be stored in memory without the alpha channel (transparency channel) thus saving video RAM. Internally, GLScene handles all images as 32 Bits RGBA, but you can specify the textureformat to reduce OpenGL texture memory use. The actual representation may differ, f.i. old 16bits boards may convert everything to 16bit formats, GeForce boards don't have a 24 bits format internally and will convert to 32 bits, etc.
TGLTextureFormat is the enumerated type:
TGLTextureFormat = (tfDefault, tfRGB,tfRGBA, tfRGB16,tfRGBA16, tfAlpha, tfLuminance, tfLuminanceAlpha, tfIntensity, tfNormalMap, tfRGBAFloat16,tfRGBAFloat32);
tfDefault : uses global default format which is tfRBGA
tfRGB : 24 bits RGB, 8 bits per component. No alpha channel is stored.
tfRGBA : 32 bits RGBA, 8 bits per component. Includes alpha channel.
tfRGB16 : 16 bits RGB (5, 5, 5). Stores a color without alpha in 2 bytes
tfRGBA16 : 16 bits RGBA (4, 4, 4, 4). Stores a color with alpha in 2 bytes
tfAlpha : 8 Bits Alpha-channel only. Only the alpha channel is stored.
tfLuminance : 8 bits Luminance only
tfLuminanceAlpha : 16 bits Luminance and Alpha channel (8, 8)
tfIntensity : 8 bits Intensity only
tfNormalMap : 24 bits RGB normal map, which is computed from the original texture (assumed to be an hightmap)
Unit:
GLTexture∞
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