RenderTargetFormat
Public / Constants
RGBA_8
Red, green, blue and alpha channels, each as an 8-bit unsigned integer, normalized to [0..1].
- See also
RGBA_16
Red, green, blue and alpha channels, each as an 16-bit unsigned integer, normalized to [0..1].
- See also
Mipmaps
The color buffer of the render target has a full chain of mipmap levels, which are generated automatically when IRenderTarget.Finish is called.
MultiSample
Use multi-sampling for the render target, if available?
If this flag is present, the render target will use the same multi-sampling settings as its graphics context (see IGraphicsContextFactory.MultiSampling), which may be MultiSampleType.None. Otherwise it will always use MultiSampleType.None. The content of the multi-sampled color buffer will be resolved into the render target texture (see IRenderTarget.Texture) when IRenderTarget.Finish is called.
Srgb
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 RGBA_8 flag. It is ignored for all other formats.
MaskColor
Bitmask for getting color related values.
Render targets with a color buffer with return true
from IRenderTarget.HasColor and may used with RenderTargets.Color.
- See also
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RenderTargetFormat.A_8
RenderTargetFormat.R_8
RenderTargetFormat.RG_8
RenderTargetFormat.RGBA_8
RenderTargetFormat.R_16
RenderTargetFormat.RG_16
RenderTargetFormat.RGBA_16
RenderTargetFormat.R_16_F
RenderTargetFormat.RG_16_F
RenderTargetFormat.RGBA_16_F
RenderTargetFormat.R_32_F
RenderTargetFormat.RG_32_F
RenderTargetFormat.RGBA_32_F
MaskDepth
Bitmask for getting depth related values.
Render targets with a depth/stencil buffer with return true
from IRenderTarget.HasDepth and may used with RenderTargets.Depth.
- See also