颜色纹理格式,每通道 8 位。
每个 RGB 颜色通道均存储为 [0..1] 范围内的 8 位值。在内存中,通道数据按以下方式排序:依次为 R、G、B 字节。
注意,几乎没有本身支持此格式的 GPU,因此在纹理加载时,它会转换为 RGBA32 格式。RGB24 因而仅适用于减小某些游戏版本的大小。
另请参阅:Texture2D、texture assets。
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