SurfaceFormat Enumeration (Microsoft.Xna.Framework.Graphics)
Defines types of surface formats.
Namespace: Microsoft.Xna.Framework.Graphics
Assembly: MonoGame.Framework (MonoGame.Framework.dll 3.8.0.1082)
Assembly: MonoGame.Framework (MonoGame.Framework.dll 3.8.0.1082)
- C#
- VB
- F#
public enum SurfaceFormat
Syntax for VB is not yet implemented.
Syntax for F# is not yet implemented.
The SurfaceFormat type exposes the following members.
Platforms | Name | Description | |
---|---|---|---|
Alpha8 | Unsigned A 8-bit format for store 8 bits to alpha channel. | ||
Bgr32 | For compatibility with WPF D3DImage. | ||
Bgr32SRgb | Unsigned 32-bit sRGB pixel format that supports 8 bits per channel. 8 bits are unused. | ||
Bgr565 | Unsigned 16-bit BGR pixel format for store 5 bits for blue, 6 bits for green, and 5 bits for red. | ||
Bgra32 | For compatibility with WPF D3DImage. | ||
Bgra32SRgb | Unsigned 32-bit sRGB pixel format that supports 8 bits per channel. | ||
Bgra4444 | Unsigned 16-bit BGRA pixel format for store 4 bits per channel. | ||
Bgra5551 | Unsigned 16-bit BGRA pixel format where 5 bits reserved for each color and last bit is reserved for alpha. | ||
Color | Unsigned 32-bit ARGB pixel format for store 8 bits per channel. | ||
ColorSRgb | Unsigned 32-bit RGBA sRGB pixel format that supports 8 bits per channel. | ||
Dxt1 | DXT1. Texture format with compression. Surface dimensions must be a multiple 4. | ||
Dxt1SRgb | DXT1. sRGB texture format with compression. Surface dimensions must be a multiple of 4. | ||
Dxt1a | DXT1 version where 1-bit alpha is used. | ||
Dxt3 | DXT3. Texture format with compression. Surface dimensions must be a multiple 4. | ||
Dxt3SRgb | DXT3. sRGB texture format with compression. Surface dimensions must be a multiple of 4. | ||
Dxt5 | DXT5. Texture format with compression. Surface dimensions must be a multiple 4. | ||
Dxt5SRgb | DXT5. sRGB texture format with compression. Surface dimensions must be a multiple of 4. | ||
HalfSingle | Float 16-bit R format for store 16 bits to red channel. | ||
HalfVector2 | Float 32-bit RG format for store 16 bits per channel. | ||
HalfVector4 | Float 64-bit ARGB format for store 16 bits per channel. | ||
HdrBlendable | Float pixel format for high dynamic range data. | ||
NormalizedByte2 | Signed 16-bit bump-map format for store 8 bits for |
||
NormalizedByte4 | Signed 32-bit bump-map format for store 8 bits per channel. | ||
Rg32 | Unsigned 32-bit RG pixel format using 16 bits per channel. | ||
Rgb8A1Etc2 | Etc2 RGB8A1 (Android/iOS withh OpenglES 3.0) | ||
Rgb8Etc2 | Etc2 RGB8 (Android/iOS withh OpenglES 3.0) | ||
RgbEtc1 | Ericcson Texture Compression (Android) | ||
RgbPvrtc2Bpp | PowerVR texture compression format (iOS and Android). | ||
RgbPvrtc4Bpp | PowerVR texture compression format (iOS and Android). | ||
Rgba1010102 | Unsigned 32-bit RGBA pixel format for store 10 bits for each color and 2 bits for alpha. | ||
Rgba64 | Unsigned 64-bit RGBA pixel format using 16 bits per channel. | ||
Rgba8Etc2 | Etc2 RGBA8 EAC (Android/iOS withh OpenglES 3.0) | ||
RgbaAtcExplicitAlpha | ATC/ATITC compression (Android) | ||
RgbaAtcInterpolatedAlpha | ATC/ATITC compression (Android) | ||
RgbaPvrtc2Bpp | PowerVR texture compression format (iOS and Android). | ||
RgbaPvrtc4Bpp | PowerVR texture compression format (iOS and Android). | ||
SRgb8A8Etc2 | Etc2 SRGB8A8 EAC (Android/iOS withh OpenglES 3.0) | ||
Single | IEEE 32-bit R float format for store 32 bits to red channel. | ||
Srgb8A1Etc2 | Etc2 SRGB8A1 (Android/iOS withh OpenglES 3.0) | ||
Srgb8Etc2 | Etc2 SRGB8 (Android/iOS withh OpenglES 3.0) | ||
Vector2 | IEEE 64-bit RG float format for store 32 bits per channel. | ||
Vector4 | IEEE 128-bit RGBA float format for store 32 bits per channel. |
Supported in:
Windows DirectX Desktop
Linux Desktop
Windows OpenGL Desktop
Web
Windows DirectX Desktop
Linux Desktop
Windows OpenGL Desktop
Web