Enum TextureProcessorOutputFormat
- Assembly
- MonoGame.Framework.Content.Pipeline.dll
Specifies the target output (of type SurfaceFormat) of the texture processor. Used by TextureProcessor.TextureFormat.
public enum TextureProcessorOutputFormat
Fields
AstcCompressed = 9The input texture is compressed using Adaptive Scalable Texture Compression. Used on some Mobile and Intel platforms.
AtcCompressed = 7The input texture is compressed using ATI texture compression. Used on some Android platforms.
Color = 0The SurfaceFormat value, of the input TextureContent object, is converted to Color by the processor. Typically used for 2D graphics and overlays.
Color16Bit = 4The pixel depth of the input texture is reduced to BGR565 for opaque textures, otherwise it uses BGRA4444.
Compressed = 3The 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 ETC1/2 or BGRA4444 for Android.
DxtCompressed = 1The 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.
[Obsolete("Prefer EtcCompressed when possible.")] Etc1Compressed = 5The input texture is compressed using ETC1 texture compression. Used on Android platforms.
EtcCompressed = 8The input texture is compressed using ETC texture compression. The best ETC option will be selected given the image data. Used on Android platforms. This option should be preferred over Etc1Compressed whenever possible.
NoChange = 2The SurfaceFormat value, of the input TextureContent object, is not changed by the processor. Typically used for textures processed by an external tool.
PvrCompressed = 6The input texture is compressed using PVR texture compression. Used on iOS and some Android platforms.