# IMAGE\_FORMAT

- **Ortam:** İstemci
- **İngilizce aslı:** https://wiki.facepunch.com/gmod/Enums/IMAGE_FORMAT
- **Çeviri tarihi:** 2026-08-05

## Description

Enumerations used by [GetRenderTargetEx](https://gmod.tr/wiki/Global.GetRenderTargetEx) to determine the byte format of each pixel in the [Render Target](https://gmod.tr/wiki/render_rendertargets).

## Values

| IMAGE_FORMAT_DEFAULT | -1 |  |
|---|---|---|
| IMAGE_FORMAT_RGBA8888 | 0 | Red, Green, Blue, Alpha, 8 bit per pixel. |
| IMAGE_FORMAT_ABGR8888 | 1 | Probably legacy format. Alpha, Red, Green, Blue, 8 bit per pixel. |
| IMAGE_FORMAT_RGB888 | 2 | Legacy format. Red, Green, Blue, 8 bit per pixel. `D3DFMT_R8G8B8` is invalid for most modern video cards. Thats why `IMAGE_FORMAT_RGB888` and `IMAGE_FORMAT_BGR888` is legacy formats. It have fallback to `IMAGE_FORMAT_BGRX8888`. `X` means «any». |
| IMAGE_FORMAT_BGR888 | 3 | Legacy format. Blue, Green, Red order, 8 bit per pixel. |
| IMAGE_FORMAT_RGB565 | 4 | Red, Green, Blue, 5 bit per pixel for Red and Blue channels, 6 bits for Green. Effectively uses less video memory. |
| IMAGE_FORMAT_ARGB8888 | 11 | `IMAGE_FORMAT_RGBA8888` with different byte order. Legacy format. |
| IMAGE_FORMAT_BGRA8888 | 12 | `IMAGE_FORMAT_RGBA8888` with different byte order. Legacy format. |
| IMAGE_FORMAT_RGBA16161616 | 25 | RGBA, but 16 bits per pixel. Was meant to be used for "Integer mode" for HDR. |
| IMAGE_FORMAT_RGBA16161616F | 24 | RGBA, but floating point 16 bits per pixel. Is used for "Float mode" HDR. |

## Additional Values

In addition to the enum values listed above, there are several additional image formats that can be used to create Render Targets but **do not** have Lua variables defined for them.

Bu ek sayıları kullanmak için, sayısal değeri doğrudan kullanın.
(E.g. use `5` instead of `IMAGE_FORMAT_I8`)

The values below may not be an completely exhaustive list.
For more information on these formats, see [VTF Enumerations.](https://developer.valvesoftware.com/wiki/Valve_Texture_Format#VTF_enumerations)

### General

The following enum values are from the base Source Engine and do not have Lua variables defined for them simply because they are used less frequently than other formats.

| Enum Name | Value | Description |
|---|---|---|
| IMAGE_FORMAT_I8 | 5 | Grayscale format (black and white), 8 bits per pixel. Not working on Proton as of 2026/01/11. |
| IMAGE_FORMAT_IA88 | 6 | Grayscale format (black and white) with alpha support, 8 bits per pixel/channel. It have fallback to `D3DFMT_A8R8G8B8` for render targets. Can be used as `D3DFMT_A8L8` for `.vtf` textures. But it good works for DXVK Vulkan as `R8G8_UNORM`. |
| IMAGE_FORMAT_A8 | 8 | 8 bit alpha. |
| IMAGE_FORMAT_BGRX8888 | 16 | Same as `BGRA8888`, but 4th `X` channel is empty. |
| IMAGE_FORMAT_BGR565 | 17 | `RGB565`, but reverse color order. |
| IMAGE_FORMAT_BGRX5551 | 18 | 5 bits per RGB, 4th bit is empty. |
| IMAGE_FORMAT_BGRA4444 | 19 | 4 bits per pixel. |
| IMAGE_FORMAT_BGRA5551 | 21 | 5 bits per RGB, 1 bit alpha. |
| IMAGE_FORMAT_R32F | 27 | Single color channel, 32bit float per pixel. |
| IMAGE_FORMAT_RGBA32323232F | 29 | 32bit floating point RGBA. |
| IMAGE_FORMAT_DXT1 | 13 | Compressed texture format. See [https://en.wikipedia.org/wiki/S3_Texture_Compression](https://en.wikipedia.org/wiki/S3_Texture_Compression). |
| IMAGE_FORMAT_DXT3 | 14 | Compressed texture format. Do not use. See [https://en.wikipedia.org/wiki/S3_Texture_Compression](https://en.wikipedia.org/wiki/S3_Texture_Compression). |
| IMAGE_FORMAT_DXT5 | 15 | Compressed texture format. Better quality than DXT1, supports alpha. See [https://en.wikipedia.org/wiki/S3_Texture_Compression](https://en.wikipedia.org/wiki/S3_Texture_Compression). |

### Team Fortress 2

The following enum values are available on the `main` and `dev` [branches](https://gmod.tr/wiki/Global.BRANCH) and are originally from [Team Fortress 2's engine branch](https://developer.valvesoftware.com/wiki/Team_Fortress_2_engine_branch).

| Enum Name | Value | Description |
|---|---|---|
| IMAGE_FORMAT_NV_DST16 | 30 | Hardware 16 bit Depth texture format for shadow depth mapping. Used in [ProjectedTexture](https://gmod.tr/wiki/Global.ProjectedTexture). |
| IMAGE_FORMAT_NV_DST24 | 31 | Hardware 24 bit Depth texture format for shadow depth mapping. |
| IMAGE_FORMAT_NV_INTZ | 32 | Hardware depth format. Allow to read depth as color texture. See [D3D9 GPU Hacks](https://aras-p.info/texts/D3D9GPUHacks.html). |

### Counter-Strike: Global Offensive

The following enum values are available on the `x86-64` [branch](https://gmod.tr/wiki/Global.BRANCH) and are originally from [Counter-Strike: Global Offensive's engine branch](https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_engine_branch)

| Enum Name | Value | Description |
|---|---|---|
| IMAGE_FORMAT_D16 | 39 | Hardware 16 bit Depth texture format for shadow depth mapping. |
| IMAGE_FORMAT_D16_SHADOW | 47 | Hardware 16 bit Depth texture format for shadow depth mapping. Used in [ProjectedTexture](https://gmod.tr/wiki/Global.ProjectedTexture). |
| IMAGE_FORMAT_D24X8_SHADOW | 48 | Hardware Depth-stencil texture format for shadow depth mapping. 24 bit depth + 8 bit stencil. |
| IMAGE_FORMAT_INTZ | 67 | Hardware depth format. Allow to read depth as color texture. See [D3D9 GPU Hacks](https://aras-p.info/texts/D3D9GPUHacks.html). |

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Kaynak: https://gmod.tr/wiki/Enums/IMAGE_FORMAT
