TINMAN 3D / REALTIME TERRAIN
Software Development Kit - User Manual

enum RenderTargetFormat in Tinman.AddOns.Rendering

[Flags]
enum RenderTargetFormat  

Items

Unknown = 0

Unknown render target format.

A8 = 0x01

Alpha channel only, as an 8-bit unsigned integer.

A8_R8_G8_B8 = 0x02

Red, green blue and alpha channels, each as an 8-bit unsigned integer.

R32F = 0x03

Red channel, as a 32-bit floating point value.

R32F_G32F = 0x04

Red and green channels, each as a 32-bit floating point value.

R32F_G32F_B32F_A32F = 0x05

Red, green, blue and alpha channels, each as a 32-bit floating point value.

D24_S8 = 0x08

Depth (24-bits) and stencil (8-bits).

Mipmaps = 0x10

Auto generated mipmaps for render target?

See also:

IRenderTarget.TextureUpdate
MultiSample = 0x20

Use multi-sampling for render target?

Remarks:

The render target will use the same multi-sampling settings as its graphics context (see MultiSampling).

Srgb = 0x40

Shall the GPU perform on-the-fly sRGB decompression resp. compression, so that the GPU shader can sample linear color values from the render target texture resp. can write linear color values to the render target backbuffer?

Remarks:

This flag is only relevant for render targets that use the A8_R8_G8_B8. It is ignored for all other formats.

Depending on the underlying graphics API, it may be necessary to specify this sRGB behaviour in the shader effect source code (e.g. in a Direct3D 9 '.fx' file via 'SRGBWriteEnable=true;', to enable the D3DRS_SRGBWRITEENABLE render state).

MaskColor = 0x07

Bitmask for getting color related values.

See also:

RenderTargetFormat.A8
RenderTargetFormat.A8_R8_G8_B8
RenderTargetFormat.R32F
RenderTargetFormat.R32F_G32F
RenderTargetFormat.R32F_G32F_B32F_A32F
MaskDepth = 0x08

Bitmask for getting depth related values.

See also:

RenderTargetFormat.D24_S8
MaskFlags = 0x70

Bitmask for getting custom flags.

See also:

RenderTargetFormat.Mipmaps
RenderTargetFormat.MultiSample