{{newinoldin|[[0.9.0]]|090|[[0.10.0]]|100|type=enum}}
[[Image]] texture formats.

As of LÖVE [[0.9.2]], [[Canvas]]es use [[CanvasFormat]]s rather than TextureFormats.
== 定数 ==
;normal: The default texture format: 8 bits per channel (32 bpp) RGBA. Color channel values range from 0-255 (0-1 in shaders.)
;hdr: Only usable in Canvases. The high dynamic range texture format: floating point 16 bits per channel (64 bpp) RGBA. Color channel values inside the Canvas range from -infinity to +infinity.
{{New feature (日本語)|0.9.1|
;srgb: The same as <code>normal</code>, but the texture is ''interpreted'' as being in the sRGB color space. It will be decoded from sRGB to linear RGB when drawn or sampled from in a shader. For Canvases, this will also convert everything drawn ''to'' the Canvas from linear RGB to sRGB.}}
== 注釈 ==
The HDR format is most useful when combined with pixel shaders. Effects such as tonemapped HDR with bloom can be accomplished, or the canvas can be used to store arbitrary non-color data such as positions which are then interpreted and used in a shader, as long as you draw the right things to the canvas.

The sRGB format should only be used when doing gamma-correct rendering, which is an advanced topic and it's easy to get color-spaces mixed up. If you're not sure whether you need this, you might want to avoid it. ガンマ補正表示に関する詳細は [http://http.developer.nvidia.com/GPUGems3/gpugems3_ch24.html ここ], [http://filmicgames.com/archives/299 ここ], さらに [http://renderwonk.com/blog/index.php/archive/adventures-with-gamma-correct-rendering/ ここ]をお読みください。

Not all systems support the HDR and sRGB formats. Use [[love.graphics.isSupported]] to check before creating the Canvas or Image.
== 関連 ==
* [[parent::love.graphics (日本語)]]
* [[love.graphics.newImage (日本語)]]
* [[love.graphics.newCanvas (日本語)]]
* [[love.graphics.isSupported (日本語)]]
[[Category:Enums (日本語)]]
{{#set:Description=Controls the canvas texture format.}}
== そのほかの言語 ==
{{i18n (日本語)|TextureFormat}}