* added documentation (in-code and pasdoc generated)
[LazOpenGLCore.git] / doc / glBitmap.TglBitmapFormatDescriptor.html
diff --git a/doc/glBitmap.TglBitmapFormatDescriptor.html b/doc/glBitmap.TglBitmapFormatDescriptor.html
new file mode 100644 (file)
index 0000000..c903418
--- /dev/null
@@ -0,0 +1,743 @@
+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
+<html>
+<head>
+<title>glBitmap: Class TglBitmapFormatDescriptor</title>
+<meta name="generator" content="PasDoc 0.13.0">
+<meta http-equiv="content-type" content="text/html; charset=iso-8859-1">
+<link rel="StyleSheet" type="text/css" href="pasdoc.css">
+</head>
+<body>
+<table class="container"><tr><td class="navigation">
+<p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
+<a name="TglBitmapFormatDescriptor"></a><h1 class="cio">Class TglBitmapFormatDescriptor</h1>
+<table class="sections wide_list">
+<tr>
+<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td><a class="section" href="#PasDoc-Fields">Fields</a></td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td><a class="section" href="#PasDoc-Properties">Properties</a></td></tr></table>
+<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
+<p class="unitlink">
+<a  href="glBitmap.html">glBitmap</a></p>
+<h2 class="declaration">Declaration</h2>
+<p class="declaration">
+<code>type TglBitmapFormatDescriptor = class(TObject)</code></p>
+<h2 class="description">Description</h2>
+<p>
+describes the properties of a given texture data format</p>
+<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
+<ul class="hierarchy"><li class="ancestor">TObject</li>
+<li class="thisitem">TglBitmapFormatDescriptor</li></ul><h2 class="overview">Overview</h2>
+<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
+<table class="summary wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code><b><a  href="glBitmap.TglBitmapFormatDescriptor.html#fBytesPerPixel">fBytesPerPixel</a></b>: Single;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code><b><a  href="glBitmap.TglBitmapFormatDescriptor.html#fChannelCount">fChannelCount</a></b>: Integer;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code><b><a  href="glBitmap.TglBitmapFormatDescriptor.html#fMask">fMask</a></b>: <a  href="glBitmap.TglBitmapRec4ul.html">TglBitmapRec4ul</a>;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code><b><a  href="glBitmap.TglBitmapFormatDescriptor.html#fRange">fRange</a></b>: <a  href="glBitmap.TglBitmapRec4ui.html">TglBitmapRec4ui</a>;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
+<td class="itemcode"><code><b><a  href="glBitmap.TglBitmapFormatDescriptor.html#fFormat">fFormat</a></b>:        <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
+<td class="itemcode"><code><b><a  href="glBitmap.TglBitmapFormatDescriptor.html#fWithAlpha">fWithAlpha</a></b>:     <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
+<td class="itemcode"><code><b><a  href="glBitmap.TglBitmapFormatDescriptor.html#fWithoutAlpha">fWithoutAlpha</a></b>:  <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
+<td class="itemcode"><code><b><a  href="glBitmap.TglBitmapFormatDescriptor.html#fOpenGLFormat">fOpenGLFormat</a></b>:  <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
+<td class="itemcode"><code><b><a  href="glBitmap.TglBitmapFormatDescriptor.html#fRGBInverted">fRGBInverted</a></b>:   <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
+<td class="itemcode"><code><b><a  href="glBitmap.TglBitmapFormatDescriptor.html#fUncompressed">fUncompressed</a></b>:  <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
+<td class="itemcode"><code><b><a  href="glBitmap.TglBitmapFormatDescriptor.html#fBitsPerPixel">fBitsPerPixel</a></b>: Integer;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
+<td class="itemcode"><code><b><a  href="glBitmap.TglBitmapFormatDescriptor.html#fIsCompressed">fIsCompressed</a></b>: Boolean;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
+<td class="itemcode"><code><b><a  href="glBitmap.TglBitmapFormatDescriptor.html#fPrecision">fPrecision</a></b>: <a  href="glBitmap.TglBitmapRec4ub.html">TglBitmapRec4ub</a>;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
+<td class="itemcode"><code><b><a  href="glBitmap.TglBitmapFormatDescriptor.html#fShift">fShift</a></b>:     <a  href="glBitmap.TglBitmapRec4ub.html">TglBitmapRec4ub</a>;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
+<td class="itemcode"><code><b><a  href="glBitmap.TglBitmapFormatDescriptor.html#fglFormat">fglFormat</a></b>:         GLenum;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
+<td class="itemcode"><code><b><a  href="glBitmap.TglBitmapFormatDescriptor.html#fglInternalFormat">fglInternalFormat</a></b>: GLenum;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
+<td class="itemcode"><code><b><a  href="glBitmap.TglBitmapFormatDescriptor.html#fglDataFormat">fglDataFormat</a></b>:     GLenum;</code></td>
+</tr>
+</table>
+<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
+<table class="summary wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapFormatDescriptor.html#GetHasRed">GetHasRed</a></b>: Boolean;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapFormatDescriptor.html#GetHasGreen">GetHasGreen</a></b>: Boolean;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapFormatDescriptor.html#GetHasBlue">GetHasBlue</a></b>: Boolean;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapFormatDescriptor.html#GetHasAlpha">GetHasAlpha</a></b>: Boolean;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapFormatDescriptor.html#GetHasColor">GetHasColor</a></b>: Boolean;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapFormatDescriptor.html#GetIsGrayscale">GetIsGrayscale</a></b>: Boolean;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
+<td class="itemcode"><code>procedure <b><a  href="glBitmap.TglBitmapFormatDescriptor.html#SetValues">SetValues</a></b>; virtual;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
+<td class="itemcode"><code>procedure <b><a  href="glBitmap.TglBitmapFormatDescriptor.html#CalcValues">CalcValues</a></b>;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>constructor <b><a  href="glBitmap.TglBitmapFormatDescriptor.html#Create">Create</a></b>;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>class function <b><a  href="glBitmap.TglBitmapFormatDescriptor.html#GetByFormat">GetByFormat</a></b>(const aInternalFormat: GLenum): <a  href="glBitmap.TglBitmapFormatDescriptor.html">TglBitmapFormatDescriptor</a>;</code></td>
+</tr>
+</table>
+<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
+<table class="summary wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>property <b><a  href="glBitmap.TglBitmapFormatDescriptor.html#Format">Format</a></b>: <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a> read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fFormat">fFormat</a>;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>property <b><a  href="glBitmap.TglBitmapFormatDescriptor.html#ChannelCount">ChannelCount</a></b>: Integer         read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fChannelCount">fChannelCount</a>;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>property <b><a  href="glBitmap.TglBitmapFormatDescriptor.html#IsCompressed">IsCompressed</a></b>: Boolean         read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fIsCompressed">fIsCompressed</a>;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>property <b><a  href="glBitmap.TglBitmapFormatDescriptor.html#BitsPerPixel">BitsPerPixel</a></b>: Integer         read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fBitsPerPixel">fBitsPerPixel</a>;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>property <b><a  href="glBitmap.TglBitmapFormatDescriptor.html#BytesPerPixel">BytesPerPixel</a></b>: Single          read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fBytesPerPixel">fBytesPerPixel</a>;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>property <b><a  href="glBitmap.TglBitmapFormatDescriptor.html#Precision">Precision</a></b>: <a  href="glBitmap.TglBitmapRec4ub.html">TglBitmapRec4ub</a> read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fPrecision">fPrecision</a>;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>property <b><a  href="glBitmap.TglBitmapFormatDescriptor.html#Shift">Shift</a></b>: <a  href="glBitmap.TglBitmapRec4ub.html">TglBitmapRec4ub</a> read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fShift">fShift</a>;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>property <b><a  href="glBitmap.TglBitmapFormatDescriptor.html#Range">Range</a></b>: <a  href="glBitmap.TglBitmapRec4ui.html">TglBitmapRec4ui</a> read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fRange">fRange</a>;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>property <b><a  href="glBitmap.TglBitmapFormatDescriptor.html#Mask">Mask</a></b>: <a  href="glBitmap.TglBitmapRec4ul.html">TglBitmapRec4ul</a> read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fMask">fMask</a>;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>property <b><a  href="glBitmap.TglBitmapFormatDescriptor.html#RGBInverted">RGBInverted</a></b>: <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a> read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fRGBInverted">fRGBInverted</a>;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>property <b><a  href="glBitmap.TglBitmapFormatDescriptor.html#WithAlpha">WithAlpha</a></b>: <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a> read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fWithAlpha">fWithAlpha</a>;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>property <b><a  href="glBitmap.TglBitmapFormatDescriptor.html#WithoutAlpha">WithoutAlpha</a></b>: <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a> read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fWithAlpha">fWithAlpha</a>;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>property <b><a  href="glBitmap.TglBitmapFormatDescriptor.html#OpenGLFormat">OpenGLFormat</a></b>: <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a> read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fOpenGLFormat">fOpenGLFormat</a>;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>property <b><a  href="glBitmap.TglBitmapFormatDescriptor.html#Uncompressed">Uncompressed</a></b>: <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a> read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fUncompressed">fUncompressed</a>;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>property <b><a  href="glBitmap.TglBitmapFormatDescriptor.html#glFormat">glFormat</a></b>: GLenum  read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fglFormat">fglFormat</a>;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>property <b><a  href="glBitmap.TglBitmapFormatDescriptor.html#glInternalFormat">glInternalFormat</a></b>: GLenum  read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fglInternalFormat">fglInternalFormat</a>;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>property <b><a  href="glBitmap.TglBitmapFormatDescriptor.html#glDataFormat">glDataFormat</a></b>: GLenum  read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fglDataFormat">fglDataFormat</a>;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>property <b><a  href="glBitmap.TglBitmapFormatDescriptor.html#HasRed">HasRed</a></b>: Boolean read <a  href="glBitmap.TglBitmapFormatDescriptor.html#GetHasRed">GetHasRed</a>;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>property <b><a  href="glBitmap.TglBitmapFormatDescriptor.html#HasGreen">HasGreen</a></b>: Boolean read <a  href="glBitmap.TglBitmapFormatDescriptor.html#GetHasGreen">GetHasGreen</a>;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>property <b><a  href="glBitmap.TglBitmapFormatDescriptor.html#HasBlue">HasBlue</a></b>: Boolean read <a  href="glBitmap.TglBitmapFormatDescriptor.html#GetHasBlue">GetHasBlue</a>;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>property <b><a  href="glBitmap.TglBitmapFormatDescriptor.html#HasAlpha">HasAlpha</a></b>: Boolean read <a  href="glBitmap.TglBitmapFormatDescriptor.html#GetHasAlpha">GetHasAlpha</a>;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>property <b><a  href="glBitmap.TglBitmapFormatDescriptor.html#HasColor">HasColor</a></b>: Boolean read <a  href="glBitmap.TglBitmapFormatDescriptor.html#GetHasColor">GetHasColor</a>;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>property <b><a  href="glBitmap.TglBitmapFormatDescriptor.html#IsGrayscale">IsGrayscale</a></b>: Boolean read <a  href="glBitmap.TglBitmapFormatDescriptor.html#GetIsGrayscale">GetIsGrayscale</a>;</code></td>
+</tr>
+</table>
+<h2 class="description">Description</h2>
+<h3 class="detail">Fields</h3>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="fBytesPerPixel"></a><code><b>fBytesPerPixel</b>: Single;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+number of bytes for each pixel</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="fChannelCount"></a><code><b>fChannelCount</b>: Integer;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+number of color channels</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="fMask"></a><code><b>fMask</b>: <a  href="glBitmap.TglBitmapRec4ul.html">TglBitmapRec4ul</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+bitmask for each color channel</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="fRange"></a><code><b>fRange</b>: <a  href="glBitmap.TglBitmapRec4ui.html">TglBitmapRec4ui</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+maximal value of each color channel</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
+<td class="itemcode"><a name="fFormat"></a><code><b>fFormat</b>:        <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+format this descriptor belongs to</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
+<td class="itemcode"><a name="fWithAlpha"></a><code><b>fWithAlpha</b>:     <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+suitable format with alpha channel</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
+<td class="itemcode"><a name="fWithoutAlpha"></a><code><b>fWithoutAlpha</b>:  <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+suitable format without alpha channel</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
+<td class="itemcode"><a name="fOpenGLFormat"></a><code><b>fOpenGLFormat</b>:  <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+suitable format that is supported by OpenGL</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
+<td class="itemcode"><a name="fRGBInverted"></a><code><b>fRGBInverted</b>:   <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+suitable format with inverted RGB channels</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
+<td class="itemcode"><a name="fUncompressed"></a><code><b>fUncompressed</b>:  <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+suitable format with uncompressed data</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
+<td class="itemcode"><a name="fBitsPerPixel"></a><code><b>fBitsPerPixel</b>: Integer;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+number of bits per pixel</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
+<td class="itemcode"><a name="fIsCompressed"></a><code><b>fIsCompressed</b>: Boolean;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+<code>True</code> if the format is compressed, <code>False</code> otherwise</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
+<td class="itemcode"><a name="fPrecision"></a><code><b>fPrecision</b>: <a  href="glBitmap.TglBitmapRec4ub.html">TglBitmapRec4ub</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+number of bits for each color channel</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
+<td class="itemcode"><a name="fShift"></a><code><b>fShift</b>:     <a  href="glBitmap.TglBitmapRec4ub.html">TglBitmapRec4ub</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+bit offset for each color channel</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
+<td class="itemcode"><a name="fglFormat"></a><code><b>fglFormat</b>:         GLenum;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+OpenGL format enum (e.g. GL_RGB)</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
+<td class="itemcode"><a name="fglInternalFormat"></a><code><b>fglInternalFormat</b>: GLenum;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+OpenGL internal format enum (e.g. GL_RGB8)</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
+<td class="itemcode"><a name="fglDataFormat"></a><code><b>fglDataFormat</b>:     GLenum;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+OpenGL data format enum (e.g. GL_UNSIGNED_BYTE)</p>
+</td></tr>
+</table>
+<h3 class="detail">Methods</h3>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="GetHasRed"></a><code>function <b>GetHasRed</b>: Boolean;</code></td>
+</tr>
+<tr><td colspan="2">
+&nbsp;<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> if the format has a red color channel, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="GetHasGreen"></a><code>function <b>GetHasGreen</b>: Boolean;</code></td>
+</tr>
+<tr><td colspan="2">
+&nbsp;<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> if the format has a green color channel, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="GetHasBlue"></a><code>function <b>GetHasBlue</b>: Boolean;</code></td>
+</tr>
+<tr><td colspan="2">
+&nbsp;<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> if the format has a blue color channel, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="GetHasAlpha"></a><code>function <b>GetHasAlpha</b>: Boolean;</code></td>
+</tr>
+<tr><td colspan="2">
+&nbsp;<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> if the format has a alpha color channel, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="GetHasColor"></a><code>function <b>GetHasColor</b>: Boolean;</code></td>
+</tr>
+<tr><td colspan="2">
+&nbsp;<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> if the format has any color color channel, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="GetIsGrayscale"></a><code>function <b>GetIsGrayscale</b>: Boolean;</code></td>
+</tr>
+<tr><td colspan="2">
+&nbsp;<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> if the format is a grayscale format, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
+<td class="itemcode"><a name="SetValues"></a><code>procedure <b>SetValues</b>; virtual;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+set values for this format descriptor</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
+<td class="itemcode"><a name="CalcValues"></a><code>procedure <b>CalcValues</b>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+calculate cached values</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+constructor</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="GetByFormat"></a><code>class function <b>GetByFormat</b>(const aInternalFormat: GLenum): <a  href="glBitmap.TglBitmapFormatDescriptor.html">TglBitmapFormatDescriptor</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+get the format descriptor by a given OpenGL internal format  </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aInternalFormat</dt>
+<dd>OpenGL internal format to get format descriptor for</dd>
+</dl>
+<h6 class="description_section">Returns</h6>
+<p class="return">suitable format descriptor or tfEmpty-Descriptor</p></td></tr>
+</table>
+<h3 class="detail">Properties</h3>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="Format"></a><code>property <b>Format</b>: <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a> read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fFormat">fFormat</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+format this descriptor belongs to</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="ChannelCount"></a><code>property <b>ChannelCount</b>: Integer         read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fChannelCount">fChannelCount</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+number of color channels</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="IsCompressed"></a><code>property <b>IsCompressed</b>: Boolean         read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fIsCompressed">fIsCompressed</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+<code>True</code> if the format is compressed, <code>False</code> otherwise</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="BitsPerPixel"></a><code>property <b>BitsPerPixel</b>: Integer         read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fBitsPerPixel">fBitsPerPixel</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+number of bytes per pixel</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="BytesPerPixel"></a><code>property <b>BytesPerPixel</b>: Single          read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fBytesPerPixel">fBytesPerPixel</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+number of bits per pixel</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="Precision"></a><code>property <b>Precision</b>: <a  href="glBitmap.TglBitmapRec4ub.html">TglBitmapRec4ub</a> read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fPrecision">fPrecision</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+number of bits for each color channel</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="Shift"></a><code>property <b>Shift</b>: <a  href="glBitmap.TglBitmapRec4ub.html">TglBitmapRec4ub</a> read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fShift">fShift</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+bit offset for each color channel</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="Range"></a><code>property <b>Range</b>: <a  href="glBitmap.TglBitmapRec4ui.html">TglBitmapRec4ui</a> read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fRange">fRange</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+maximal value of each color channel</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="Mask"></a><code>property <b>Mask</b>: <a  href="glBitmap.TglBitmapRec4ul.html">TglBitmapRec4ul</a> read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fMask">fMask</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+bitmask for each color channel</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="RGBInverted"></a><code>property <b>RGBInverted</b>: <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a> read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fRGBInverted">fRGBInverted</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+suitable format with inverted RGB channels</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="WithAlpha"></a><code>property <b>WithAlpha</b>: <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a> read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fWithAlpha">fWithAlpha</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+suitable format with alpha channel</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="WithoutAlpha"></a><code>property <b>WithoutAlpha</b>: <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a> read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fWithAlpha">fWithAlpha</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+suitable format without alpha channel</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="OpenGLFormat"></a><code>property <b>OpenGLFormat</b>: <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a> read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fOpenGLFormat">fOpenGLFormat</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+suitable format that is supported by OpenGL</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="Uncompressed"></a><code>property <b>Uncompressed</b>: <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a> read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fUncompressed">fUncompressed</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+suitable format with uncompressed data</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="glFormat"></a><code>property <b>glFormat</b>: GLenum  read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fglFormat">fglFormat</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+OpenGL format enum (e.g. GL_RGB)</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="glInternalFormat"></a><code>property <b>glInternalFormat</b>: GLenum  read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fglInternalFormat">fglInternalFormat</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+OpenGL internal format enum (e.g. GL_RGB8)</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="glDataFormat"></a><code>property <b>glDataFormat</b>: GLenum  read <a  href="glBitmap.TglBitmapFormatDescriptor.html#fglDataFormat">fglDataFormat</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+OpenGL data format enum (e.g. GL_UNSIGNED_BYTE)</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="HasRed"></a><code>property <b>HasRed</b>: Boolean read <a  href="glBitmap.TglBitmapFormatDescriptor.html#GetHasRed">GetHasRed</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+<code>True</code> if the format has a red color channel, <code>False</code> otherwise</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="HasGreen"></a><code>property <b>HasGreen</b>: Boolean read <a  href="glBitmap.TglBitmapFormatDescriptor.html#GetHasGreen">GetHasGreen</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+<code>True</code> if the format has a green color channel, <code>False</code> otherwise</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="HasBlue"></a><code>property <b>HasBlue</b>: Boolean read <a  href="glBitmap.TglBitmapFormatDescriptor.html#GetHasBlue">GetHasBlue</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+<code>True</code> if the format has a blue color channel, <code>False</code> otherwise</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="HasAlpha"></a><code>property <b>HasAlpha</b>: Boolean read <a  href="glBitmap.TglBitmapFormatDescriptor.html#GetHasAlpha">GetHasAlpha</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+<code>True</code> if the format has a alpha color channel, <code>False</code> otherwise</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="HasColor"></a><code>property <b>HasColor</b>: Boolean read <a  href="glBitmap.TglBitmapFormatDescriptor.html#GetHasColor">GetHasColor</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+<code>True</code> if the format has any color color channel, <code>False</code> otherwise</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="IsGrayscale"></a><code>property <b>IsGrayscale</b>: Boolean read <a  href="glBitmap.TglBitmapFormatDescriptor.html#GetIsGrayscale">GetIsGrayscale</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+<code>True</code> if the format is a grayscale format, <code>False</code> otherwise</p>
+</td></tr>
+</table>
+<hr noshade size="1"><span class="appinfo"><em>Generated by <a  href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-21 15:05:48</em>
+</span>
+</td></tr></table></body></html>