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Index

Enumeration Members

ALPHA: number

Single component stored in the A texture component

DEPTH24_STENCIL8: number

A 24-bit component for depth information and a 8-bit component for stencil informat.

DEPTH_COMPONENT16: number

A single 16-bit component for depth information.

LUMINANCE: number

Single component replicated across R, G, and B textures components

LUMINANCE_ALPHA: number

Combination of #GST_GL_LUMINANCE and #GST_GL_ALPHA

R16: number

Single 16-bit component stored in the R texture component

R8: number

Single 8-bit component stored in the R texture component

RED: number

Single component stored in the R texture component

RG: number

Two components stored in the R and G texture components

RG16: number

Two 16-bit components stored in the R and G texture components

RG8: number

Two 8-bit components stored in the R and G texture components

RGB: number

Three components stored in the R, G, and B texture components

RGB10_A2: number
RGB16: number

Three 16-bit components stored in the R, G, and B texture components

RGB565: number

Three components of bit depth 5, 6 and 5 stored in the R, G, and B texture components respectively.

RGB8: number

Three 8-bit components stored in the R, G, and B texture components

RGBA: number

Four components stored in the R, G, B, and A texture components respectively.

RGBA16: number

Four 16-bit components stored in the R, G, B, and A texture components respectively.

RGBA8: number

Four 8-bit components stored in the R, G, B, and A texture components respectively.

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