Enumeration TextureFormat

Internal formats for textures. In the WebGL API, these are typically passed to functions with the parameter name internalFormat.

Enumeration Members

ALPHA COMPRESSED_R11_EAC COMPRESSED_RED_GREEN_RGTC2_EXT COMPRESSED_RED_RGTC1_EXT COMPRESSED_RG11_EAC COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT COMPRESSED_RGB_PVRTC_2BPPV1_IMG COMPRESSED_RGB_PVRTC_4BPPV1_IMG COMPRESSED_RGB_S3TC_DXT1_EXT COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGBA_ASTC_10x10_KHR COMPRESSED_RGBA_ASTC_10x5_KHR COMPRESSED_RGBA_ASTC_10x6_KHR COMPRESSED_RGBA_ASTC_10x8_KHR COMPRESSED_RGBA_ASTC_12x10_KHR COMPRESSED_RGBA_ASTC_12x12_KHR COMPRESSED_RGBA_ASTC_4x4_KHR COMPRESSED_RGBA_ASTC_5x4_KHR COMPRESSED_RGBA_ASTC_5x5_KHR COMPRESSED_RGBA_ASTC_6x5_KHR COMPRESSED_RGBA_ASTC_6x6_KHR COMPRESSED_RGBA_ASTC_8x5_KHR COMPRESSED_RGBA_ASTC_8x6_KHR COMPRESSED_RGBA_ASTC_8x8_KHR COMPRESSED_RGBA_BPTC_UNORM_EXT COMPRESSED_RGBA_PVRTC_2BPPV1_IMG COMPRESSED_RGBA_PVRTC_4BPPV1_IMG COMPRESSED_RGBA_S3TC_DXT1_EXT COMPRESSED_RGBA_S3TC_DXT3_EXT COMPRESSED_RGBA_S3TC_DXT5_EXT COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT COMPRESSED_SIGNED_RED_RGTC1_EXT COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT COMPRESSED_SRGB_S3TC_DXT1_EXT COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 DEPTH_COMPONENT16 DEPTH_COMPONENT24 DEPTH_COMPONENT32F DEPTH24_STENCIL8 DEPTH32F_STENCIL8 LUMINANCE LUMINANCE_ALPHA R11F_G11F_B10F R16F R16I R16UI R32F R32I R32UI R8 R8_SNORM R8I R8UI RG16F RG16I RG16UI RG32F RG32I RG32UI RG8 RG8_SNORM RG8I RG8UI RGB RGB10_A2 RGB10_A2UI RGB16F RGB16I RGB16UI RGB32F RGB32I RGB32UI RGB5_A1 RGB565 RGB8 RGB8_SNORM RGB8I RGB8UI RGB9_E5 RGBA RGBA16F RGBA16I RGBA16UI RGBA32F RGBA32I RGBA32UI RGBA4 RGBA8 RGBA8_SNORM RGBA8I RGBA8UI SRGB SRGB_ALPHA SRGB8 SRGB8_ALPHA8

Enumeration Members

ALPHA: 6406

Color renderable and texture filterable. format must be ALPHA. type must be UNSIGNED_BYTE.

COMPRESSED_R11_EAC: 37488

One-channel unsigned format compression.

COMPRESSED_RED_GREEN_RGTC2_EXT: 36285

Each four-by-four block of texels consists of 64 bits of unsigned red image data followed by 64 bits of unsigned green image data. Support depends on the system's graphics driver. Not supported by Windows.

COMPRESSED_RED_RGTC1_EXT: 36283

Each four-by-four block of texels consists of 64 bits of unsigned red image data. Support depends on the system's graphics driver. Not supported by Windows.

COMPRESSED_RG11_EAC: 37490

Two-channel unsigned format compression.

COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT: 36494

Compressed high dynamic range signed floating-point values in which each four-by-four block of texels consists of 128 bits of RGB data and the returned alpha value is one. Support depends on the system's graphics driver. Not supported by Windows.

COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT: 36495

Compressed high dynamic range unsigned floating-point values in which each four-by-four block of texels consists of 128 bits of RGB data and the returned alpha value is one. Support depends on the system's graphics driver. Not supported by Windows.

COMPRESSED_RGB_PVRTC_2BPPV1_IMG: 35841

RGB compression in 2-bit mode, with one block for every eight-by-four block of pixels. Typically only available on mobile devices with PowerVR chipsets.

COMPRESSED_RGB_PVRTC_4BPPV1_IMG: 35840

RGB compression in 4-bit mode, with one block for every four-by-four block of pixels. Typically only available on mobile devices with PowerVR chipsets.

COMPRESSED_RGB_S3TC_DXT1_EXT: 33776

A DXT1-compressed image in an RGB image format.

COMPRESSED_RGB8_ETC2: 37492

Compressed RGB8 data with no alpha channel.

COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2: 37496

Compressed RGB8 data with the ability to punch through the alpha channel (make it completely opaque or transparent).

COMPRESSED_RGBA_ASTC_10x10_KHR: 37819

An ASTC-compressed texture format with ten-by-ten blocks for RGBA data. Typically available only on Mali ARM GPUs, Intel GPUs, and NVIDIA Tegra chips.

COMPRESSED_RGBA_ASTC_10x5_KHR: 37816

An ASTC-compressed texture format with ten-by-five blocks for RGBA data. Typically available only on Mali ARM GPUs, Intel GPUs, and NVIDIA Tegra chips.

COMPRESSED_RGBA_ASTC_10x6_KHR: 37817

An ASTC-compressed texture format with ten-by-six blocks for RGBA data. Typically available only on Mali ARM GPUs, Intel GPUs, and NVIDIA Tegra chips.

COMPRESSED_RGBA_ASTC_10x8_KHR: 37818

An ASTC-compressed texture format with ten-by-eight blocks for RGBA data. Typically available only on Mali ARM GPUs, Intel GPUs, and NVIDIA Tegra chips.

COMPRESSED_RGBA_ASTC_12x10_KHR: 37820

An ASTC-compressed texture format with twelve-by-ten blocks for RGBA data. Typically available only on Mali ARM GPUs, Intel GPUs, and NVIDIA Tegra chips.

COMPRESSED_RGBA_ASTC_12x12_KHR: 37821

An ASTC-compressed texture format with twelve-by-twelve blocks for RGBA data. Typically available only on Mali ARM GPUs, Intel GPUs, and NVIDIA Tegra chips.

COMPRESSED_RGBA_ASTC_4x4_KHR: 37808

An ASTC-compressed texture format with four-by-four blocks for RGBA data. Typically available only on Mali ARM GPUs, Intel GPUs, and NVIDIA Tegra chips.

COMPRESSED_RGBA_ASTC_5x4_KHR: 37809

An ASTC-compressed texture format with five-by-four blocks for RGBA data. Typically available only on Mali ARM GPUs, Intel GPUs, and NVIDIA Tegra chips.

COMPRESSED_RGBA_ASTC_5x5_KHR: 37810

An ASTC-compressed texture format with five-by-five blocks for RGBA data. Typically available only on Mali ARM GPUs, Intel GPUs, and NVIDIA Tegra chips.

COMPRESSED_RGBA_ASTC_6x5_KHR: 37811

An ASTC-compressed texture format with six-by-five blocks for RGBA data. Typically available only on Mali ARM GPUs, Intel GPUs, and NVIDIA Tegra chips.

COMPRESSED_RGBA_ASTC_6x6_KHR: 37812

An ASTC-compressed texture format with six-by-six blocks for RGBA data. Typically available only on Mali ARM GPUs, Intel GPUs, and NVIDIA Tegra chips.

COMPRESSED_RGBA_ASTC_8x5_KHR: 37813

An ASTC-compressed texture format with eight-by-five blocks for RGBA data. Typically available only on Mali ARM GPUs, Intel GPUs, and NVIDIA Tegra chips.

COMPRESSED_RGBA_ASTC_8x6_KHR: 37814

An ASTC-compressed texture format with eight-by-six blocks for RGBA data. Typically available only on Mali ARM GPUs, Intel GPUs, and NVIDIA Tegra chips.

COMPRESSED_RGBA_ASTC_8x8_KHR: 37815

An ASTC-compressed texture format with eight-by-eight blocks for RGBA data. Typically available only on Mali ARM GPUs, Intel GPUs, and NVIDIA Tegra chips.

COMPRESSED_RGBA_BPTC_UNORM_EXT: 36492

Compressed 8-bit fixed-point data in which each four-by-four block of texels consists of 128 bits of RGBA data. Support depends on the system's graphics driver. Not supported by Windows.

COMPRESSED_RGBA_PVRTC_2BPPV1_IMG: 35843

RGBA compression in 2-bit mode, with one block for every eight-by-four block of pixels. Typically only available on mobile devices with PowerVR chipsets.

COMPRESSED_RGBA_PVRTC_4BPPV1_IMG: 35842

RGBA compression in 4-bit mode, with one block for every four-by-four block of pixels. Typically only available on mobile devices with PowerVR chipsets.

COMPRESSED_RGBA_S3TC_DXT1_EXT: 33777

A DXT1-compressed image in an RGB image format with a boolean alpha value.

COMPRESSED_RGBA_S3TC_DXT3_EXT: 33778

A DXT3-compressed image in an RGBA image format.

COMPRESSED_RGBA_S3TC_DXT5_EXT: 33779

A DXT5-compressed image in an RGBA image format.

COMPRESSED_RGBA8_ETC2_EAC: 37493

Compressed RGB8 data.

COMPRESSED_SIGNED_R11_EAC: 37489

One-channel signed format compression.

COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT: 36286

Each four-by-four block of texels consists of 64 bits of signed red image data followed by 64 bits of signed green image data. Support depends on the system's graphics driver. Not supported by Windows.

COMPRESSED_SIGNED_RED_RGTC1_EXT: 36284

Each four-by-four block of texels consists of 64 bits of signed red image data. Support depends on the system's graphics driver. Not supported by Windows.

COMPRESSED_SIGNED_RG11_EAC: 37491

Two-channel signed format compression.

COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT: 36493

Compressed 8-bit fixed-point data in which each four-by-four block of texels consists of 128 bits of sRGBA data. Support depends on the system's graphics driver. Not supported by Windows.

COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT: 35917

A DXT1-compressed image in an sRGB image format with a boolean alpha value.

COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT: 35918

A DXT3-compressed image in an sRGBA image format.

COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT: 35919

A DXT5-compressed image in an sRGBA image format.

COMPRESSED_SRGB_S3TC_DXT1_EXT: 35916

A DXT1-compressed image in an sRGB image format.

COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR: 37851

An ASTC-compressed texture format with ten-by-ten blocks for sRGBA data. Typically available only on Mali ARM GPUs, Intel GPUs, and NVIDIA Tegra chips.

COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR: 37848

An ASTC-compressed texture format with ten-by-five blocks for sRGBA data. Typically available only on Mali ARM GPUs, Intel GPUs, and NVIDIA Tegra chips.

COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR: 37849

An ASTC-compressed texture format with ten-by-six blocks for sRGBA data. Typically available only on Mali ARM GPUs, Intel GPUs, and NVIDIA Tegra chips.

COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR: 37850

An ASTC-compressed texture format with ten-by-eight blocks for sRGBA data. Typically available only on Mali ARM GPUs, Intel GPUs, and NVIDIA Tegra chips.

COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR: 37852

An ASTC-compressed texture format with twelve-by-ten blocks for sRGBA data. Typically available only on Mali ARM GPUs, Intel GPUs, and NVIDIA Tegra chips.

COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR: 37853

An ASTC-compressed texture format with twelve-by-twelve blocks for sRGBA data. Typically available only on Mali ARM GPUs, Intel GPUs, and NVIDIA Tegra chips.

COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR: 37840

An ASTC-compressed texture format with four-by-four blocks for sRGBA data. Typically available only on Mali ARM GPUs, Intel GPUs, and NVIDIA Tegra chips.

COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR: 37841

An ASTC-compressed texture format with five-by-four blocks for sRGBA data. Typically available only on Mali ARM GPUs, Intel GPUs, and NVIDIA Tegra chips.

COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR: 37842

An ASTC-compressed texture format with five-by-five blocks for sRGBA data. Typically available only on Mali ARM GPUs, Intel GPUs, and NVIDIA Tegra chips.

COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR: 37843

An ASTC-compressed texture format with six-by-five blocks for sRGBA data. Typically available only on Mali ARM GPUs, Intel GPUs, and NVIDIA Tegra chips.

COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR: 37844

An ASTC-compressed texture format with six-by-six blocks for sRGBA data. Typically available only on Mali ARM GPUs, Intel GPUs, and NVIDIA Tegra chips.

COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR: 37845

An ASTC-compressed texture format with eight-by-five blocks for sRGBA data. Typically available only on Mali ARM GPUs, Intel GPUs, and NVIDIA Tegra chips.

COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR: 37846

An ASTC-compressed texture format with eight-by-six blocks for sRGBA data. Typically available only on Mali ARM GPUs, Intel GPUs, and NVIDIA Tegra chips.

COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR: 37847

An ASTC-compressed texture format with eight-by-eight blocks for sRGBA data. Typically available only on Mali ARM GPUs, Intel GPUs, and NVIDIA Tegra chips.

COMPRESSED_SRGB8_ALPHA8_ETC2_EAC: 37495

Compressed sRGB8 data with no alpha channel.

COMPRESSED_SRGB8_ETC2: 37494

Compressed sRGB8 data with no alpha channel.

COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2: 37497

Compressed sRGB8 data with the ability to punch through the alpha channel (make it completely opaque or transparent).

DEPTH_COMPONENT16: 33189

Takes a 32-bit unsigned integer for the depth channel. format must be DEPTH_COMPONENT. type must be UNSIGNED_SHORT or UNSIGNED_INT.

DEPTH_COMPONENT24: 33190

Takes a 24-bit unsigned integer for the depth channel. format must be DEPTH_COMPONENT. type must be UNSIGNED_INT.

DEPTH_COMPONENT32F: 36012

Takes a 32-bit floating-point value for the depth channel. format must be DEPTH_COMPONENT. type must be FLOAT.

DEPTH24_STENCIL8: 35056

Takes a 24-bit unsigned integer for the depth channel and an 8-bit unsigned integer for the stencil channel. format must be DEPTH_STENCIL. type must be UNSIGNED_INT_24_8.

DEPTH32F_STENCIL8: 36013

Takes a 32-bit floating-point value for the depth channel and an 8-bit unsigned integer for the stencil channel. format must be DEPTH_STENCIL. type must be FLOAT_32_UNSIGNED_INT_24_8_REV.

LUMINANCE: 6409

Color renderable and texture filterable. format must be LUMINANCE. type must be UNSIGNED_BYTE.

LUMINANCE_ALPHA: 6410

Color renderable and texture filterable. format must be LUMINANCE_ALPHA. type must be UNSIGNED_BYTE.

R11F_G11F_B10F: 35898

Takes 11-bit floating-point numbers for the red and green channels, and a 10-bit floating-point number for the blue channel. Texture filterable. format must be RGB. type must be UNSIGNED_INT_10F_11F_11F_REV, HALF_FLOAT, or FLOAT.

R16F: 33325

Takes a 16-bit floating-point number for the red channel. Texture filterable. format must be RED. type must be HALF_FLOAT or FLOAT.

R16I: 33331

Takes a 16-bit integer for the red channel. Color renderable. format must be RED_INTEGER. type must be SHORT.

R16UI: 33332

Takes a 16-bit unsigned integer for the red channel. Color renderable. format must be RED_INTEGER. type must be UNSIGNED_SHORT.

R32F: 33326

Takes a 32-bit floating-point number for the red channel. format must be RED. type must be FLOAT.

R32I: 33333

Takes a 32-bit integer for the red channel. Color renderable. format must be RED_INTEGER. type must be INT.

R32UI: 33334

Takes a 32-bit unsigned integer for the red channel. Color renderable. format must be RED_INTEGER. type must be UNSIGNED_INT.

R8: 33321

Takes an 8-bit number for the red channel, normalized to [0,1]. Color renderable and texture filterable. format must be RED. type must be UNSIGNED_BYTE.

R8_SNORM: 36756

Takes a signed 8-bit number for the red channel, normalized to [-1,1]. Texture filterable. format must be RED. type must be BYTE.

R8I: 33329

Takes an 8-bit integer for the red channel. Color renderable. format must be RED_INTEGER. type must be BYTE.

R8UI: 33330

Takes an 8-bit unsigned integer for the red channel. Color renderable. format must be RED_INTEGER. type must be UNSIGNED_BYTE.

RG16F: 33327

Takes 16-bit floating-point numbers for the red and green channels. Texture filterable. format must be RG. type must be HALF_FLOAT or FLOAT.

RG16I: 33337

Takes 16-bit integers for the red and green channels. Color renderable. format must be RG_INTEGER. type must be SHORT.

RG16UI: 33338

Takes 16-bit unsigned integers for the red and green channels. Color renderable. format must be RG_INTEGER. type must be UNSIGNED_SHORT.

RG32F: 33328

Takes 32-bit floating-point numbers for the red and green channels. format must be RG. type must be FLOAT.

RG32I: 33339

Takes 32-bit integers for the red and green channels. Color renderable. format must be RG_INTEGER. type must be INT.

RG32UI: 33340

Takes 32-bit unsigned integers for the red and green channels. Color renderable. format must be RG_INTEGER. type must be UNSIGNED_INT.

RG8: 33323

Takes 8-bit numbers for the red and green channels, normalized to [0,1]. Color renderable and texture filterable. format must be RG. type must be UNSIGNED_BYTE.

RG8_SNORM: 36757

Takes signed 8-bit numbers for the red and green channels, normalized to [-1,1]. Texture filterable. format must be RG. type must be BYTE.

RG8I: 33335

Takes 8-bit integers for the red and green channels. Color renderable. format must be RG_INTEGER. type must be BYTE.

RG8UI: 33336

Takes 8-bit unsigned integers for the red and green channels. Color renderable. format must be RG_INTEGER. type must be UNSIGNED_BYTE.

RGB: 6407

Color renderable and texture filterable. format must be RGB. type must be UNSIGNED_BYTE or UNSIGNED_SHORT_5_6_5.

RGB10_A2: 32857

Takes 10-bit numbers for the red, green, and blue channels and a 2-bit number for the alpha channel, normalized to [0,1]. Color renderable and texture filterable. format must be RGBA. type must be UNSIGNED_INT_2_10_10_10_REV.

RGB10_A2UI: 36975

Takes unsigned 10-bit integers for the red, green, and blue channels and a 2-bit unsigned integer for the alpha channel. Color renderable. format must be RGBA_INTEGER. type must be UNSIGNED_INT_2_10_10_10_REV.

RGB16F: 34843

Takes 16-bit floating-point numbers for the red, green, and blue channels. Texture filterable. format must be RGB. type must be HALF_FLOAT or FLOAT.

RGB16I: 36233

Takes 16-bit integers for the red, green, and blue channels. format must be RGB_INTEGER. type must be SHORT.

RGB16UI: 36215

Takes 16-bit unsigned integers for the red, green, and blue channels. format must be RGB_INTEGER. type must be UNSIGNED_SHORT.

RGB32F: 34837

Takes 32-bit floating-point numbers for the red, green, and blue channels. format must be RGB. type must be FLOAT.

RGB32I: 36227

Takes 32-bit integers for the red, green, and blue channels. format must be RGB_INTEGER. type must be INT.

RGB32UI: 36209

Takes 32-bit unsigned integers for the red, green, and blue channels. format must be RGB_INTEGER. type must be UNSIGNED_INT.

RGB5_A1: 32855

Takes 5-bit numbers for the red, green, and blue channels and a 1-bit number for the alpha channel, normalized to [0,1]. Color renderable and texture filterable. format must be RGBA. type must be UNSIGNED_BYTE, UNSIGNED_SHORT_5_5_5_1, or UNSIGNED_INT_2_10_10_10_REV.

RGB565: 36194

Takes 5-bit numbers for the red and blue channels and a 6-bit number for the green channel, normalized to [0,1]. Color renderable and texture filterable. format must be RGB. type must be UNSIGNED_BYTE or UNSIGNED_SHORT_5_6_5.

RGB8: 32849

Takes 8-bit numbers for the red, green, and blue channels, normalized to [0,1]. Color renderable and texture filterable. format must be RGB. type must be UNSIGNED_BYTE.

RGB8_SNORM: 36758

Takes signed 8-bit numbers for the red, green, and blue channels, normalized to [-1,1]. Texture filterable. format must be RGB. type must be BYTE.

RGB8I: 36239

Takes 8-bit integers for the red, green, and blue channels. format must be RGB_INTEGER. type must be BYTE.

RGB8UI: 36221

Takes 8-bit unsigned integers for the red, green, and blue channels. format must be RGB_INTEGER. type must be UNSIGNED_BYTE.

RGB9_E5: 35901

Takes 9-bit numbers for the red, green, and blue channels, normalized to [0,1], with 5 shared bits. Texture filterable. format must be RGB. type must be UNSIGNED_INT_5_9_9_9_REV, HALF_FLOAT, or FLOAT.

RGBA: 6408

Color renderable and texture filterable. format must be RGBA. type must be UNSIGNED_BYTE, UNSIGNED_SHORT_4_4_4_4, or UNSIGNED_SHORT_5_5_5_1.

RGBA16F: 34842

Takes 16-bit floating-point numbers for the red, green, blue, and alpha channels. Texture filterable. format must be RGBA. type must be HALF_FLOAT or FLOAT.

RGBA16I: 36232

Takes 16-bit integers for the red, green, blue, and alpha channels. Color renderable. format must be RGBA_INTEGER. type must be SHORT.

RGBA16UI: 36214

Takes 16-bit unsigned integers for the red, green, blue, and alpha channels. Color renderable. format must be RGBA_INTEGER. type must be UNSIGNED_SHORT.

RGBA32F: 34836

Takes 32-bit floating-point numbers for the red, green, blue, and alpha channels. format must be RGBA. type must be FLOAT.

RGBA32I: 36226

Takes 32-bit integers for the red, green, blue, and alpha channels. Color renderable. format must be RGBA_INTEGER. type must be INT.

RGBA32UI: 36208

Takes 32-bit unsigned integers for the red, green, blue, and alpha channels. Color renderable. format must be RGBA_INTEGER. type must be UNSIGNED_INT.

RGBA4: 32854

Takes 4-bit numbers for the red, green, blue, and alpha channels, normalized to [0,1]. Color renderable and texture filterable. format must be RGBA. type must be UNSIGNED_BYTE or UNSIGNED_SHORT_4_4_4_4.

RGBA8: 32856

Takes 8-bit numbers for the red, green, blue, and alpha channels, normalized to [0,1]. Color renderable and texture filterable. format must be RGBA. type must be UNSIGNED_BYTE.

RGBA8_SNORM: 36759

Takes signed 8-bit numbers for the red, green, blue, and alpha channels, normalized to [-1,1]. Texture filterable. format must be RGBA. type must be BYTE.

RGBA8I: 36238

Takes 8-bit integers for the red, green, blue, and alpha channels. Color renderable. format must be RGBA_INTEGER. type must be BYTE.

RGBA8UI: 36220

Takes 8-bit unsigned integers for the red, green, blue, and alpha channels. Color renderable. format must be RGBA_INTEGER. type must be UNSIGNED_BYTE.

SRGB: 35904

Unsized sRGB format that leaves the precision up to the driver.

SRGB_ALPHA: 35906

Unsized sRGB format with an unsized alpha component.

SRGB8: 35905

Takes 8-bit numbers for the red, green, and blue channels, normalized to [0,1]. Texture filterable. format must be RGB. type must be UNSIGNED_BYTE.

SRGB8_ALPHA8: 35907

Takes 8-bit numbers for the red, green, blue, and alpha channels, normalized to [0,1]. Color renderable and texture filterable. format must be RGBA. type must be UNSIGNED_BYTE.