TextureProcessorOutputFormat¶
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enum
TextureProcessorOutputFormat
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Specifies the target output (of type SurfaceFormat) of the texture processor. Used by TextureProcessor.TextureFormat.
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TextureProcessorOutputFormat
Color
The SurfaceFormat value, of the input TextureContent object, is converted to Color by the processor. Typically used for 2D graphics and overlays.
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TextureProcessorOutputFormat
DxtCompressed
The SurfaceFormat value, of the input TextureContent object, is converted to an appropriate DXT compression by the processor. If the input texture contains fractional alpha values, it is converted to DXT5 format (8 bits per texel); otherwise it is converted to DXT1 (4 bits per texel). This conversion reduces the resource’s size on the graphics card. Typically used for 3D textures such as 3D model textures.
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TextureProcessorOutputFormat
NoChange
The SurfaceFormat value, of the input TextureContent object, is not changed by the processor. Typically used for textures processed by an external tool.
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TextureProcessorOutputFormat
Compressed
The SurfaceFormat value, of the input TextureContent object, is converted to an appropriate compressed format for the target platform. This can include PVRTC for iOS, DXT for desktop, Windows 8 and Windows Phone 8, and ETC1 or BGRA4444 for Android.
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TextureProcessorOutputFormat
Color16Bit
The pixel depth of the input texture is reduced to BGR565 for opaque textures, otherwise it uses BGRA4444.
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TextureProcessorOutputFormat
Etc1Compressed
The input texture is compressed using ETC1 texture compression. Used on Android platforms.
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TextureProcessorOutputFormat
PvrCompressed
The input texture is compressed using PVR texture compression. Used on iOS and some Android platforms.
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TextureProcessorOutputFormat
AtcCompressed
The input texture is compressed using ATI texture compression. Used on some Android platforms.
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TextureProcessorOutputFormat