Color renderable and texture filterable. format must be ALPHA. type must be UNSIGNED_BYTE.
One-channel unsigned format compression.
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.
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.
Two-channel unsigned format compression.
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 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.
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.
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.
A DXT1-compressed image in an RGB image format.
Compressed RGB8 data with no alpha channel.
Compressed RGB8 data with the ability to punch through the alpha channel (make it completely opaque or transparent).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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.
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.
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.
A DXT1-compressed image in an RGB image format with a boolean alpha value.
A DXT3-compressed image in an RGBA image format.
A DXT5-compressed image in an RGBA image format.
Compressed RGB8 data.
One-channel signed format compression.
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.
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.
Two-channel signed format compression.
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.
A DXT1-compressed image in an sRGB image format with a boolean alpha value.
A DXT3-compressed image in an sRGBA image format.
A DXT5-compressed image in an sRGBA image format.
A DXT1-compressed image in an sRGB image format.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 data with no alpha channel.
Compressed sRGB8 data with no alpha channel.
Compressed sRGB8 data with the ability to punch through the alpha channel (make it completely opaque or transparent).
Takes a 32-bit unsigned integer for the depth channel. format must be DEPTH_COMPONENT. type must be UNSIGNED_SHORT or UNSIGNED_INT.
Takes a 24-bit unsigned integer for the depth channel. format must be DEPTH_COMPONENT. type must be UNSIGNED_INT.
Takes a 32-bit floating-point value for the depth channel. format must be DEPTH_COMPONENT. type must be FLOAT.
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.
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.
Color renderable and texture filterable. format must be LUMINANCE. type must be UNSIGNED_BYTE.
Color renderable and texture filterable. format must be LUMINANCE_ALPHA. type must be UNSIGNED_BYTE.
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.
Takes a 16-bit floating-point number for the red channel. Texture filterable. format must be RED. type must be HALF_FLOAT or FLOAT.
Takes a 16-bit integer for the red channel. Color renderable. format must be RED_INTEGER. type must be SHORT.
Takes a 16-bit unsigned integer for the red channel. Color renderable. format must be RED_INTEGER. type must be UNSIGNED_SHORT.
Takes a 32-bit floating-point number for the red channel. format must be RED. type must be FLOAT.
Takes a 32-bit integer for the red channel. Color renderable. format must be RED_INTEGER. type must be INT.
Takes a 32-bit unsigned integer for the red channel. Color renderable. format must be RED_INTEGER. type must be UNSIGNED_INT.
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.
Takes a signed 8-bit number for the red channel, normalized to [-1,1]. Texture filterable. format must be RED. type must be BYTE.
Takes an 8-bit integer for the red channel. Color renderable. format must be RED_INTEGER. type must be BYTE.
Takes an 8-bit unsigned integer for the red channel. Color renderable. format must be RED_INTEGER. type must be UNSIGNED_BYTE.
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.
Takes 16-bit integers for the red and green channels. Color renderable. format must be RG_INTEGER. type must be SHORT.
Takes 16-bit unsigned integers for the red and green channels. Color renderable. format must be RG_INTEGER. type must be UNSIGNED_SHORT.
Takes 32-bit floating-point numbers for the red and green channels. format must be RG. type must be FLOAT.
Takes 32-bit integers for the red and green channels. Color renderable. format must be RG_INTEGER. type must be INT.
Takes 32-bit unsigned integers for the red and green channels. Color renderable. format must be RG_INTEGER. type must be UNSIGNED_INT.
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.
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.
Takes 8-bit integers for the red and green channels. Color renderable. format must be RG_INTEGER. type must be BYTE.
Takes 8-bit unsigned integers for the red and green channels. Color renderable. format must be RG_INTEGER. type must be UNSIGNED_BYTE.
Color renderable and texture filterable. format must be RGB. type must be UNSIGNED_BYTE or UNSIGNED_SHORT_5_6_5.
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.
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.
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.
Takes 16-bit integers for the red, green, and blue channels. format must be RGB_INTEGER. type must be SHORT.
Takes 16-bit unsigned integers for the red, green, and blue channels. format must be RGB_INTEGER. type must be UNSIGNED_SHORT.
Takes 32-bit floating-point numbers for the red, green, and blue channels. format must be RGB. type must be FLOAT.
Takes 32-bit integers for the red, green, and blue channels. format must be RGB_INTEGER. type must be INT.
Takes 32-bit unsigned integers for the red, green, and blue channels. format must be RGB_INTEGER. type must be UNSIGNED_INT.
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.
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.
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.
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.
Takes 8-bit integers for the red, green, and blue channels. format must be RGB_INTEGER. type must be BYTE.
Takes 8-bit unsigned integers for the red, green, and blue channels. format must be RGB_INTEGER. type must be UNSIGNED_BYTE.
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.
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.
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.
Takes 16-bit integers for the red, green, blue, and alpha channels. Color renderable. format must be RGBA_INTEGER. type must be SHORT.
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.
Takes 32-bit floating-point numbers for the red, green, blue, and alpha channels. format must be RGBA. type must be FLOAT.
Takes 32-bit integers for the red, green, blue, and alpha channels. Color renderable. format must be RGBA_INTEGER. type must be INT.
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.
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.
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.
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.
Takes 8-bit integers for the red, green, blue, and alpha channels. Color renderable. format must be RGBA_INTEGER. type must be BYTE.
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.
Unsized sRGB format that leaves the precision up to the driver.
Unsized sRGB format with an unsized alpha component.
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.
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.
Internal formats for textures. In the WebGL API, these are typically passed to functions with the parameter name
internalFormat.