3D Lingo Dictionary > O-S > renderFormat |  |

renderFormat

Syntax

    member(whichCastmember).texture(whichTexture).renderFormat
    member(whichCastmember).texture[index].renderFormat
    member(whichCastmember).shader(whichShader).texture.renderFormat
    member(whichCastmember).model(whichModel).shader.texture.renderFormat
    member(whichCastmember).model(whichModel).shader.textureList[index].renderFormat
    member(whichCastmember).model(whichModel).shaderList[index].texture(whichTexture).renderFormat
    member(whichCastmember).model(whichModel).shaderList[index].textureList[index].renderFormat

Description

3D property; allows you to get or set the `textureRenderFormat` for a specific texture by specifying one of the following values:

`#default` uses the value returned by `getRendererServices().textureRenderFormat`.

    #rgba8888
    #rgba8880
    #rgba5650
    #rgba5550
    #rgba5551
    #rgba4444

See `textureRenderFormat` for information on these values.

Setting this property for an individual texture overrides the global setting set using `textureRenderFormat`.

The `renderFormat` property determines the pixel format the renderer uses when rendering the specified texture. Each pixel format has a number of digits, with each digit indicating the color depth being used for red, green, blue, and alpha. The value you choose determines the accuracy of the color fidelity (including the precision of the optional alpha channel) and thus the amount of memory used on the video card. You can choose a value that improves color fidelity or a value that allows you to fit more textures into memory on the video card. You can fit roughly twice as many 16-bit textures as 32-bit textures in the same space.

Example

This statement sets the `renderFormat` property of the texture TexPic to #rgba4444. The red, blue, green, and alpha components of the texture will each be drawn using 4 bits of information.

    member("3d").texture("TexPic").renderFormat = #rgba4444

See also

`textureRenderFormat`, `getHardwareInfo()`