Scenome supports a wide variety of pixel formats for internal textures. Scenome cannot alter the pixel format of an external texture. When a texture is loaded as an internal node, Scenome automatically matches its pixel format with 8-bit indexed, 565, or 888. To use a 1555, 4444, or 8888 pixel format, you must explicitly select that pixel format in the texture property sheet.
This pixel format requires an image to use an 8-bit indexed palette. This pixel format does not support an alpha channel.
This pixel format requires an image to use an 8-bit indexed, grayscale palette. Textures of this format are used as alpha channels for textures with 8888 ARGB pixel format.
This pixel format allows 15-bit color and a 1-bit alpha channel. You can create a 1-bit alpha channel image with an image editor. Such an image uses black pixels to indicate which areas should be drawn and white to indicate which areas should not be drawn. Once you have specified that a texture should use this pixel format, you must specify its 1-bit alpha channel texture in the texture node property sheet.
This pixel format allows 16-bit color with 5-bit red, 6-bit green, and 5-bit blue. You can load and convert any 16-bit image into this pixel format.
This pixel format allows 24-bit color with 8-bit red, 8-bit green, and 8-bit blue. You can load and convert any 24-bit image into this pixel format.
This pixel format allows 24-bit color with 8-bit red, 8-bit green, 8-bit blue, and 8-bit alpha. You can load and convert any 24-bit image into this pixel format. This pixel format allows you to use an 8-bit grayscale image for an alpha channel. Once you have specified that a texture should use this pixel format, you must specify its 8-bit alpha channel texture in the texture node property sheet.
This pixel format allows 16-bit color with 5-bit red, 6-bit green, 5-bit blue, and 4-bit alpha. You can load and convert any 24-bit image into this pixel format. This pixel format allows you to use an 8-bit grayscale image for an alpha channel. Once you have specified that a texture should use this pixel format, you must specify its 4-bit alpha channel texture in the texture node property sheet.