Each element is a single alpha component. Components are converted to
floating-point, clamped to [0,1]
, and assembled into an RGBA element
by using 0
for red, green, and blue.
Each element contains a single depth value. Components are converted to
floating-point and clamped to [0,1]
.
Each element is a pair of depth and stencil values. The depth component
is interpreted as with DEPTH_COMPONENT
. The stencil component is
interpreted based on the internal format.
Each element is a single luminance component. Components are converted
to floating-point, clamped to [0,1]
, and assembled into an RGBA
element by using the luminance value for red, green, and blue and 1
for alpha.
Each element is a luminance/alpha double. Components are converted to
floating-point, clamped to [0,1]
, and assembled into an RGBA element
by using the luminance value for red, green, and blue.
Each element is a single red component. Fixed-point normalized
components are converted to floating-point, clamped to [0,1]
, and
assembled into an RGBA element by using 0
for green and blue and 1
for alpha.
Each element is a single red component. Components are assembled into an
RGBA element by using 0
for green and blue and 1
for alpha.
Each element is a red/green double. Fixed-point normalized components
are converted to floating-point, clamped to [0,1]
, and assembled into
an RGBA element by using 0
for blue and 1
for alpha.
Each element is a red/green/blue triple. Fixed-point normalized
components are converted to floating-point, clamped to [0,1]
, and
assembled into an RGBA element by using 1
for alpha.
Each element contains all four components.
Indicates that a texture uses the red, green, blue, and alpha channels and stores integers.
Each element contains all four components.
Each element is a red/green double. Components are assembled into an
RGBA element by using 0
for blue and 1
for alpha.
Generated using TypeDoc
Formats for the color components in a texture.