diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml index 872277b03370..6c1ecb3aea70 100644 --- a/doc/classes/Image.xml +++ b/doc/classes/Image.xml @@ -19,6 +19,7 @@ + Adjusts this image's [param brightness], [param contrast], and [param saturation] by the given values. Does not work if the image is compressed (see [method is_compressed]). @@ -163,6 +164,7 @@ + Returns the color channels used by this image, as one of the [enum UsedChannels] constants. If the image is compressed, the original [param source] must be specified. @@ -612,6 +614,7 @@ OpenGL texture format [code]RGBA[/code] with four components, each with a bitdepth of 4. + OpenGL texture format [code]RGB[/code] with three components. Red and blue have a bitdepth of 5, and green has a bitdepth of 6. OpenGL texture format [code]GL_R32F[/code] where there's one component, a 32-bit floating-point value. @@ -696,8 +699,10 @@ [b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space conversion is performed. + [url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format 2[/url] ([code]RGBA8[/code] variant), which compresses RA data and interprets it as two channels (red and green). See also [constant FORMAT_ETC2_RGBA8]. + The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] texture format also known as Block Compression 3 or BC3, which compresses RA data and interprets it as two channels (red and green). See also [constant FORMAT_DXT5]. [url=https://en.wikipedia.org/wiki/Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/url]. This implements the 4x4 (high quality) mode. @@ -761,16 +766,22 @@ Represents the size of the [enum CompressMode] enum. + The image only uses one channel for luminance (grayscale). + The image uses two channels for luminance and alpha, respectively. + The image only uses the red channel. + The image uses two channels for red and green. + The image uses three channels for red, green, and blue. + The image uses four channels for red, green, blue, and alpha. Source texture (before compression) is a regular texture. Default for all textures.