RenderTargetFormat

Description

[Flags]
enum Tinman.Engine.Rendering.RenderTargetFormat

Enumeration of format flags for render targets.

Public / Constants

Unknown

public constant Unknown → (0:int32)

Unknown render target format.

A8

public constant A8 → (1:int32)

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

A8_R8_G8_B8

public constant A8_R8_G8_B8 → (2:int32)

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

R8

public constant R8 → (3:int32)

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

R32F

public constant R32F → (4:int32)

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

R32F_G32F

public constant R32F_G32F → (5:int32)

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

R32F_G32F_B32F_A32F

public constant R32F_G32F_B32F_A32F → (6:int32)

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

D24_S8

public constant D24_S8 → (8:int32)

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

Mipmaps

public constant Mipmaps → (16:int32)

Auto generated mipmaps for render target?

MultiSample

public constant MultiSample → (32:int32)

Use multi-sampling for render target?

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

Srgb

public constant Srgb → (64:int32)

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?

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

MaskDepth

public constant MaskDepth → (8:int32)

Bitmask for getting depth related values.

MaskFlags

public constant MaskFlags → (112:int32)

Bitmask for getting custom flags.