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TouchDesigner Documentation MCP Server v2.3 - Pure MCP server for VS Code/Codium with comprehensive operator documentation for 629 operators + 7 tutorials across all categories (TOP, CHOP, SOP, DAT, MAT, COMP, POP). Features experimental POP operators wit

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{
  "id": "remap_top",
  "name": "Remap TOP",
  "displayName": "Remap TOP",
  "category": "TOP",
  "subcategory": "Filters",
  "version": "",
  "lastUpdated": "2025-08-07T07:50:08.423Z",
  "sourceFile": "C:\\Program Files\\Derivative\\TouchDesigner\\Samples\\Learn\\OfflineHelp\\https.docs.derivative.ca\\Remap_TOP.htm",
  "url": "",
  "description": "The Remap TOP uses the second input to warp the first input. For every pixel of the output, it uses the red channel and green channel of the second input to choose which pixel to pick from the first input. Red == 0  will pick from the left column of pixels, red == 1 will pick from the right column of pixels. Green == 0  will pick from the bottom row of pixels, green == 1 will pick from the top row of pixels. Red == .5 and green == .5 will pick from the middle pixel of the first input.  Pixels from the first input are interpolated.",
  "summary": "The Remap TOP uses the second input to warp the first input. For every pixel of the output, it uses the red channel and green channel of the second input to choose which pixel to pick from the first i",
  "details": "",
  "usage": "",
  "tips": [],
  "warnings": [],
  "parameters": [
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      "description": "From Derivative\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tJump to navigation\n\t\tJump to search\n\t\t\nThe Remap  uses the second input to warp the first input. For every pixel of the output, it uses the red channel and green channel of the second input to choose which pixel to pick from the first input. Red == 0  will pick from the left column of pixels, red == 1 will pick from the right column of pixels. Green == 0  will pick from the bottom row of pixels, green == 1 will pick from the top row of pixels. Red == .5 and green == .5 will pick from the middle pixel of the first input.  Pixels from the first input are interpolated.\t\t\nIt is best that the second input contain a 16-bit-per-channel image or better, like 32-bit floats. Otherwise if the second input is 8-bits per color channel, the output images will have jagged edges as there are only 256x256 pixels from the first input that will be sampled. See the Pixel Format parameter on the Common page of the  connected to the Remap 's second input, and check its current pixel format settings with the MMB Info popup on the .\nNote: The Displace TOP does the same thing if you set the Vertical Source to Green the UV Weight parameter set to 0, and the Displace Weight set to .5.  The Displace  does more general warping, whereas the Remap  is often used for warping images with other tools like the Stitcher component in the Palette, or for projection mapping.\nSee also: Displace TOP, Lookup TOP\nremapTOP_Class\n\nContents\n \n \n \n \n \n \n \n\n\n\n\n\n  horzsource -  - Select which of the second input's channels to use for the horizontal warp of the first input.\n\n red - Use the second input's red channel as the horizontal warp source. green - Use the second input's green channel as the horizontal warp source. blue - Use the second input's blue channel as the horizontal warp source. alpha - Use the second input's alpha channel as the horizontal warp source. none - No horizontal warp will be applied.\n\t\t\n  vertsource -  - Select which of the second input's channels to use for the vertical warp of the first input.\n\n red - Use the second input's red channel as the vertical warp source. green - Use the second input's green channel as the vertical warp source. blue - Use the second input's blue channel as the vertical warp source. alpha - Use the second input's alpha channel as the vertical warp source. none - No vertical warp will be applied.\n\t\t\n  fliphorz - Reverses the direction of the horizontal warp. A pixel value of 0 for the horizontal warp will mean that it fetches a pixel from the right most column of the first input.\n\n\n\t\t\n  flipvert - Reverses the direction of the vertical warp. A pixel value of 0 for the vertical warp will mean that it fetches a pixel from the top most row of the first input.\n\n\n\t\t\n  extend -  - Controls what is returned from your first input when the second input's values are outside the [0-1] range.\n\n hold - Returns the pixel value of the closest edge. zero - Returns zero. repeat - Repeats the texture. mirror - Mirrors the texture.\n\n\n\n  outputresolution -  - quickly change the resolution of the 's data.\n\n useinput - Uses the input's resolution. eighth - Multiply the input's resolution by that amount. quarter - Multiply the input's resolution by that amount. half - Multiply the input's resolution by that amount. 2x - Multiply the input's resolution by that amount. 4x - Multiply the input's resolution by that amount. 8x - Multiply the input's resolution by that amount. fit - Fits the width and height to the resolution given below, while maintaining the aspect ratio. limit - The width and height are limited to the resolution given below. If one of the dimensions exceeds the given resolution, the width and height will be reduced to fit inside the given limits while maintaining the aspect ratio. custom - Enables the  parameter below, giving direct control over width and height.\n\n  resolution -  - Enabled only when the  parameter is set to Custom . Some Generators like Constant and Ramp do not use inputs and only use this field to determine their size. The drop down menu on the right provides some commonly used resolutions.\n\n resolutionw - resolutionh -\n\n  resmenu - A drop-down menu with some commonly used resolutions.\n\n\n\n  resmult - Uses the Global  Multiplier found in Edit>Preferences>TOPs. This multiplies all the TOPs resolutions by the set amount. This is handy when working on computers with different hardware specifications. If a project is designed on a desktop workstation with lots of graphics memory, a user on a laptop with only 64MB VRAM can set the Global  Multiplier to a value of half or quarter so it runs at an acceptable speed. By checking this checkbox on, this  is affected by the global multiplier.\n\n\n\n  outputaspect -  - Sets the image aspect ratio allowing any textures to be viewed in any size. Watch for unexpected results when compositing TOPs with different aspect ratios. (You can define images with non-square pixels using xres, yres, aspectx, aspecty where xres/yres != aspectx/aspecty.)\n\n useinput - Uses the input's aspect ratio. resolution - Uses the aspect of the image's defined resolution (ie 512x256 would be 2:1), whereby each pixel is square. custom - Lets you explicitly define a custom aspect ratio in the Aspect parameter below.\n\n  aspect -  - Use when Output Aspect parameter is set to Custom Aspect.\n\n aspect1 - aspect2 -\n\n  armenu - A drop-down menu with some commonly used aspect ratios.\n\n\n\n  inputfiltertype -  - This controls pixel filtering on the input image of the .\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. This is how you get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.\n\n  fillmode -  - Determine how the  image is displayed in the viewer.\nNOTE:To get an understanding of how TOPs work with images, you will want to set this to Native  as you lay down TOPs when starting out. This will let you see what is actually happening without any automatic viewer resizing.\n\n\n useinput - Uses the same Fill Viewer settings as it's input. fill - Stretches the image to fit the edges of the viewer. width - Stretches image to fit viewer horizontally. height - Stretches image to fit viewer vertically. best - Stretches or squashes image so no part of image is cropped. outside - Stretches or squashes image so image fills viewer while constraining it's proportions. This often leads to part of image getting cropped by viewer. nativeres - Displays the native resolution of the image in the viewer.\n\n  filtertype -  - This controls pixel filtering in the viewers.\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. Use this to get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.\n\n  npasses - Duplicates the operation of the  the specified number of times. Making this larger than 1 is essentially the same as taking the output from each pass, and passing it into the first input of the node and repeating the process. Other inputs and parameters remain the same for each pass.\n\n\n\n  chanmask - Allows you to choose which channels (R, G, B, or A) the  will operate on. All channels are selected by default.\n\n\n\n  format -  - Format used to store data for each channel in the image (ie. R, G, B, and A). Refer to Pixel Formats for more information.\n\n useinput - Uses the input's pixel format. rgba8fixed - Uses 8-bit integer values for each channel. srgba8fixed - Uses 8-bit integer values for each channel and stores color in sRGB colorspace. rgba16float - Uses 16-bits per color channel, 64-bits per pixel. rgba32float - Uses 32-bits per color channel, 128-bits per pixels. rgb10a2fixed - Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel. rgba16fixed - Uses 16-bits per color channel, 64-bits total per pixel. rgba11float - A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue , 32-bits total per pixel (therefore the same memory usage as 8-bit RGBA). The Alpha channel in this format will always be 1. Values can go above one, but can't be negative. ie. the range is [0, infinite). rgb16float - rgb32float - mono8fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel. mono16fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono16float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono32float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel. rg8fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 8-bits per channel, 16-bits total per pixel. rg16fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg16float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg32float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 32-bits per channel, 64-bits total per pixel. a8fixed - An Alpha only format that has 8-bits per channel, 8-bits per pixel. a16fixed - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a16float - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a32float - An Alpha only format that has 32-bits per channel, 32-bits per pixel. monoalpha8fixed - A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel. monoalpha16fixed - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha16float - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha32float - A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.\n\n\n\n - The image to be warped.\n - The image containing the UV lookup values.\n\nExtra Information for the Remap  can be accessed via an Info CHOP.\n\n\n\n - Horizontal resolution of the  in pixels. - Vertical resolution of the  in pixels. - Horizontal aspect of the . - Vertical aspect of the . - Depth of 2D or 3D array if this  contains a 2D or 3D texture array. - Total amount of texture memory used by this .\n - Number of times the operator has cooked since the process started. - Duration of the last cook in milliseconds. - Frame number when this operator was last cooked relative to the component timeline. - Frame number when this operator was last cooked relative to the absolute time. - Time in milliseconds at which the operator started cooking in the frame it was cooked. - Time in milliseconds at which the operator finished cooking in the frame it was cooked. - 1 if operator was cooked this frame. - Number of warnings in this operator if any. - Number of errors in this operator if any.\nTouchDesigner Build: Latest\\nwikieditor2021.100002018.28070before 2018.28070\nTOPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nAn Operator Family that creates, composites and modifies images, and reads/writes images and movies to/from files and the network. TOPs run on the graphics card's GPU.\n\n\n\nThe width and height of an image in pixels. Most TOPs, like the Movie File In TOP can set the image resolution. See Aspect Ratio for the width/height ratio of an image, taking into account non-square pixels.\n\n\n\nThe viewer of a node can be (1) the interior of a node (the Node Viewer), (2) a floating window (RMB->View... on node), or (3) a Pane that graphically shows the results of an operator.\n\n\n\nA CHOP outputs one or more channels, where a channel is simply a sequence of numbers (Samples), representing motion, audio, etc. Channels are passed between CHOPs in TouchDesigner networks. Channels can be Exported to Parameters.\n\n\n\nAn Operator Family which operate on Channels (a sequence of numbers (Samples)) which are used for animation, audio, mathematics, simulation, logic, UI construction, and data streamed from/to devices and protocols.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=Remap_TOP&oldid=32156\"\n\t\tCategory: TOPs",
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      "lastUpdated": "2025-08-07T07:50:08.417Z",
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      "id": null,
      "name": "Horizontal Source",
      "label": "Horizontal Source",
      "group": "General",
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      "description": "From Derivative\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tJump to navigation\n\t\tJump to search\n\t\t\nThe Remap  uses the second input to warp the first input. For every pixel of the output, it uses the red channel and green channel of the second input to choose which pixel to pick from the first input. Red == 0  will pick from the left column of pixels, red == 1 will pick from the right column of pixels. Green == 0  will pick from the bottom row of pixels, green == 1 will pick from the top row of pixels. Red == .5 and green == .5 will pick from the middle pixel of the first input.  Pixels from the first input are interpolated.\t\t\nIt is best that the second input contain a 16-bit-per-channel image or better, like 32-bit floats. Otherwise if the second input is 8-bits per color channel, the output images will have jagged edges as there are only 256x256 pixels from the first input that will be sampled. See the Pixel Format parameter on the Common page of the  connected to the Remap 's second input, and check its current pixel format settings with the MMB Info popup on the .\nNote: The Displace TOP does the same thing if you set the Vertical Source to Green the UV Weight parameter set to 0, and the Displace Weight set to .5.  The Displace  does more general warping, whereas the Remap  is often used for warping images with other tools like the Stitcher component in the Palette, or for projection mapping.\nSee also: Displace TOP, Lookup TOP\nremapTOP_Class\n\nContents\n \n \n \n \n \n \n \n\n\n\n\n\n  horzsource -  - Select which of the second input's channels to use for the horizontal warp of the first input.\n\n red - Use the second input's red channel as the horizontal warp source. green - Use the second input's green channel as the horizontal warp source. blue - Use the second input's blue channel as the horizontal warp source. alpha - Use the second input's alpha channel as the horizontal warp source. none - No horizontal warp will be applied.\n\t\t\n  vertsource -  - Select which of the second input's channels to use for the vertical warp of the first input.\n\n red - Use the second input's red channel as the vertical warp source. green - Use the second input's green channel as the vertical warp source. blue - Use the second input's blue channel as the vertical warp source. alpha - Use the second input's alpha channel as the vertical warp source. none - No vertical warp will be applied.\n\t\t\n  fliphorz - Reverses the direction of the horizontal warp. A pixel value of 0 for the horizontal warp will mean that it fetches a pixel from the right most column of the first input.\n\n\n\t\t\n  flipvert - Reverses the direction of the vertical warp. A pixel value of 0 for the vertical warp will mean that it fetches a pixel from the top most row of the first input.\n\n\n\t\t\n  extend -  - Controls what is returned from your first input when the second input's values are outside the [0-1] range.\n\n hold - Returns the pixel value of the closest edge. zero - Returns zero. repeat - Repeats the texture. mirror - Mirrors the texture.\n\n\n\n  outputresolution -  - quickly change the resolution of the 's data.\n\n useinput - Uses the input's resolution. eighth - Multiply the input's resolution by that amount. quarter - Multiply the input's resolution by that amount. half - Multiply the input's resolution by that amount. 2x - Multiply the input's resolution by that amount. 4x - Multiply the input's resolution by that amount. 8x - Multiply the input's resolution by that amount. fit - Fits the width and height to the resolution given below, while maintaining the aspect ratio. limit - The width and height are limited to the resolution given below. If one of the dimensions exceeds the given resolution, the width and height will be reduced to fit inside the given limits while maintaining the aspect ratio. custom - Enables the  parameter below, giving direct control over width and height.\n\n  resolution -  - Enabled only when the  parameter is set to Custom . Some Generators like Constant and Ramp do not use inputs and only use this field to determine their size. The drop down menu on the right provides some commonly used resolutions.\n\n resolutionw - resolutionh -\n\n  resmenu - A drop-down menu with some commonly used resolutions.\n\n\n\n  resmult - Uses the Global  Multiplier found in Edit>Preferences>TOPs. This multiplies all the TOPs resolutions by the set amount. This is handy when working on computers with different hardware specifications. If a project is designed on a desktop workstation with lots of graphics memory, a user on a laptop with only 64MB VRAM can set the Global  Multiplier to a value of half or quarter so it runs at an acceptable speed. By checking this checkbox on, this  is affected by the global multiplier.\n\n\n\n  outputaspect -  - Sets the image aspect ratio allowing any textures to be viewed in any size. Watch for unexpected results when compositing TOPs with different aspect ratios. (You can define images with non-square pixels using xres, yres, aspectx, aspecty where xres/yres != aspectx/aspecty.)\n\n useinput - Uses the input's aspect ratio. resolution - Uses the aspect of the image's defined resolution (ie 512x256 would be 2:1), whereby each pixel is square. custom - Lets you explicitly define a custom aspect ratio in the Aspect parameter below.\n\n  aspect -  - Use when Output Aspect parameter is set to Custom Aspect.\n\n aspect1 - aspect2 -\n\n  armenu - A drop-down menu with some commonly used aspect ratios.\n\n\n\n  inputfiltertype -  - This controls pixel filtering on the input image of the .\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. This is how you get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.\n\n  fillmode -  - Determine how the  image is displayed in the viewer.\nNOTE:To get an understanding of how TOPs work with images, you will want to set this to Native  as you lay down TOPs when starting out. This will let you see what is actually happening without any automatic viewer resizing.\n\n\n useinput - Uses the same Fill Viewer settings as it's input. fill - Stretches the image to fit the edges of the viewer. width - Stretches image to fit viewer horizontally. height - Stretches image to fit viewer vertically. best - Stretches or squashes image so no part of image is cropped. outside - Stretches or squashes image so image fills viewer while constraining it's proportions. This often leads to part of image getting cropped by viewer. nativeres - Displays the native resolution of the image in the viewer.\n\n  filtertype -  - This controls pixel filtering in the viewers.\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. Use this to get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.\n\n  npasses - Duplicates the operation of the  the specified number of times. Making this larger than 1 is essentially the same as taking the output from each pass, and passing it into the first input of the node and repeating the process. Other inputs and parameters remain the same for each pass.\n\n\n\n  chanmask - Allows you to choose which channels (R, G, B, or A) the  will operate on. All channels are selected by default.\n\n\n\n  format -  - Format used to store data for each channel in the image (ie. R, G, B, and A). Refer to Pixel Formats for more information.\n\n useinput - Uses the input's pixel format. rgba8fixed - Uses 8-bit integer values for each channel. srgba8fixed - Uses 8-bit integer values for each channel and stores color in sRGB colorspace. rgba16float - Uses 16-bits per color channel, 64-bits per pixel. rgba32float - Uses 32-bits per color channel, 128-bits per pixels. rgb10a2fixed - Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel. rgba16fixed - Uses 16-bits per color channel, 64-bits total per pixel. rgba11float - A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue , 32-bits total per pixel (therefore the same memory usage as 8-bit RGBA). The Alpha channel in this format will always be 1. Values can go above one, but can't be negative. ie. the range is [0, infinite). rgb16float - rgb32float - mono8fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel. mono16fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono16float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono32float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel. rg8fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 8-bits per channel, 16-bits total per pixel. rg16fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg16float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg32float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 32-bits per channel, 64-bits total per pixel. a8fixed - An Alpha only format that has 8-bits per channel, 8-bits per pixel. a16fixed - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a16float - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a32float - An Alpha only format that has 32-bits per channel, 32-bits per pixel. monoalpha8fixed - A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel. monoalpha16fixed - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha16float - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha32float - A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.\n\n\n\n - The image to be warped.\n - The image containing the UV lookup values.\n\nExtra Information for the Remap  can be accessed via an Info CHOP.\n\n\n\n - Horizontal resolution of the  in pixels. - Vertical resolution of the  in pixels. - Horizontal aspect of the . - Vertical aspect of the . - Depth of 2D or 3D array if this  contains a 2D or 3D texture array. - Total amount of texture memory used by this .\n - Number of times the operator has cooked since the process started. - Duration of the last cook in milliseconds. - Frame number when this operator was last cooked relative to the component timeline. - Frame number when this operator was last cooked relative to the absolute time. - Time in milliseconds at which the operator started cooking in the frame it was cooked. - Time in milliseconds at which the operator finished cooking in the frame it was cooked. - 1 if operator was cooked this frame. - Number of warnings in this operator if any. - Number of errors in this operator if any.\nTouchDesigner Build: Latest\\nwikieditor2021.100002018.28070before 2018.28070\nTOPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nAn Operator Family that creates, composites and modifies images, and reads/writes images and movies to/from files and the network. TOPs run on the graphics card's GPU.\n\n\n\nThe width and height of an image in pixels. Most TOPs, like the Movie File In TOP can set the image resolution. See Aspect Ratio for the width/height ratio of an image, taking into account non-square pixels.\n\n\n\nThe viewer of a node can be (1) the interior of a node (the Node Viewer), (2) a floating window (RMB->View... on node), or (3) a Pane that graphically shows the results of an operator.\n\n\n\nA CHOP outputs one or more channels, where a channel is simply a sequence of numbers (Samples), representing motion, audio, etc. Channels are passed between CHOPs in TouchDesigner networks. Channels can be Exported to Parameters.\n\n\n\nAn Operator Family which operate on Channels (a sequence of numbers (Samples)) which are used for animation, audio, mathematics, simulation, logic, UI construction, and data streamed from/to devices and protocols.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=Remap_TOP&oldid=32156\"\n\t\tCategory: TOPs",
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      "description": "The Remap  uses the second input to warp the first input. For every pixel of the output, it uses the red channel and green channel of the second input to choose which pixel to pick from the first input. Red == 0  will pick from the left column of pixels, red == 1 will pick from the right column of pixels. Green == 0  will pick from the bottom row of pixels, green == 1 will pick from the top row of pixels. Red == .5 and green == .5 will pick from the middle pixel of the first input.  Pixels from the first input are interpolated.\t\t\nIt is best that the second input contain a 16-bit-per-channel image or better, like 32-bit floats. Otherwise if the second input is 8-bits per color channel, the output images will have jagged edges as there are only 256x256 pixels from the first input that will be sampled. See the Pixel Format parameter on the Common page of the  connected to the Remap 's second input, and check its current pixel format settings with the MMB Info popup on the .\nNote: The Displace TOP does the same thing if you set the Vertical Source to Green the UV Weight parameter set to 0, and the Displace Weight set to .5.  The Displace  does more general warping, whereas the Remap  is often used for warping images with other tools like the Stitcher component in the Palette, or for projection mapping.\nSee also: Displace TOP, Lookup TOP\nremapTOP_Class\n\nContents\n \n \n \n \n \n \n \n\n\n\n\n\n  horzsource -  - Select which of the second input's channels to use for the horizontal warp of the first input.\n\n red - Use the second input's red channel as the horizontal warp source. green - Use the second input's green channel as the horizontal warp source. blue - Use the second input's blue channel as the horizontal warp source. alpha - Use the second input's alpha channel as the horizontal warp source. none - No horizontal warp will be applied.\n\t\t\n  vertsource -  - Select which of the second input's channels to use for the vertical warp of the first input.\n\n red - Use the second input's red channel as the vertical warp source. green - Use the second input's green channel as the vertical warp source. blue - Use the second input's blue channel as the vertical warp source. alpha - Use the second input's alpha channel as the vertical warp source. none - No vertical warp will be applied.\n\t\t\n  fliphorz - Reverses the direction of the horizontal warp. A pixel value of 0 for the horizontal warp will mean that it fetches a pixel from the right most column of the first input.\n\n\n\t\t\n  flipvert - Reverses the direction of the vertical warp. A pixel value of 0 for the vertical warp will mean that it fetches a pixel from the top most row of the first input.\n\n\n\t\t\n  extend -  - Controls what is returned from your first input when the second input's values are outside the [0-1] range.\n\n hold - Returns the pixel value of the closest edge. zero - Returns zero. repeat - Repeats the texture. mirror - Mirrors the texture.\n\n\n\n  outputresolution -  - quickly change the resolution of the 's data.\n\n useinput - Uses the input's resolution. eighth - Multiply the input's resolution by that amount. quarter - Multiply the input's resolution by that amount. half - Multiply the input's resolution by that amount. 2x - Multiply the input's resolution by that amount. 4x - Multiply the input's resolution by that amount. 8x - Multiply the input's resolution by that amount. fit - Fits the width and height to the resolution given below, while maintaining the aspect ratio. limit - The width and height are limited to the resolution given below. If one of the dimensions exceeds the given resolution, the width and height will be reduced to fit inside the given limits while maintaining the aspect ratio. custom - Enables the  parameter below, giving direct control over width and height.\n\n  resolution -  - Enabled only when the  parameter is set to Custom . Some Generators like Constant and Ramp do not use inputs and only use this field to determine their size. The drop down menu on the right provides some commonly used resolutions.\n\n resolutionw - resolutionh -\n\n  resmenu - A drop-down menu with some commonly used resolutions.\n\n\n\n  resmult - Uses the Global  Multiplier found in Edit>Preferences>TOPs. This multiplies all the TOPs resolutions by the set amount. This is handy when working on computers with different hardware specifications. If a project is designed on a desktop workstation with lots of graphics memory, a user on a laptop with only 64MB VRAM can set the Global  Multiplier to a value of half or quarter so it runs at an acceptable speed. By checking this checkbox on, this  is affected by the global multiplier.\n\n\n\n  outputaspect -  - Sets the image aspect ratio allowing any textures to be viewed in any size. Watch for unexpected results when compositing TOPs with different aspect ratios. (You can define images with non-square pixels using xres, yres, aspectx, aspecty where xres/yres != aspectx/aspecty.)\n\n useinput - Uses the input's aspect ratio. resolution - Uses the aspect of the image's defined resolution (ie 512x256 would be 2:1), whereby each pixel is square. custom - Lets you explicitly define a custom aspect ratio in the Aspect parameter below.\n\n  aspect -  - Use when Output Aspect parameter is set to Custom Aspect.\n\n aspect1 - aspect2 -\n\n  armenu - A drop-down menu with some commonly used aspect ratios.\n\n\n\n  inputfiltertype -  - This controls pixel filtering on the input image of the .\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. This is how you get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.\n\n  fillmode -  - Determine how the  image is displayed in the viewer.\nNOTE:To get an understanding of how TOPs work with images, you will want to set this to Native  as you lay down TOPs when starting out. This will let you see what is actually happening without any automatic viewer resizing.\n\n\n useinput - Uses the same Fill Viewer settings as it's input. fill - Stretches the image to fit the edges of the viewer. width - Stretches image to fit viewer horizontally. height - Stretches image to fit viewer vertically. best - Stretches or squashes image so no part of image is cropped. outside - Stretches or squashes image so image fills viewer while constraining it's proportions. This often leads to part of image getting cropped by viewer. nativeres - Displays the native resolution of the image in the viewer.\n\n  filtertype -  - This controls pixel filtering in the viewers.\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. Use this to get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.\n\n  npasses - Duplicates the operation of the  the specified number of times. Making this larger than 1 is essentially the same as taking the output from each pass, and passing it into the first input of the node and repeating the process. Other inputs and parameters remain the same for each pass.\n\n\n\n  chanmask - Allows you to choose which channels (R, G, B, or A) the  will operate on. All channels are selected by default.\n\n\n\n  format -  - Format used to store data for each channel in the image (ie. R, G, B, and A). Refer to Pixel Formats for more information.\n\n useinput - Uses the input's pixel format. rgba8fixed - Uses 8-bit integer values for each channel. srgba8fixed - Uses 8-bit integer values for each channel and stores color in sRGB colorspace. rgba16float - Uses 16-bits per color channel, 64-bits per pixel. rgba32float - Uses 32-bits per color channel, 128-bits per pixels. rgb10a2fixed - Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel. rgba16fixed - Uses 16-bits per color channel, 64-bits total per pixel. rgba11float - A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue , 32-bits total per pixel (therefore the same memory usage as 8-bit RGBA). The Alpha channel in this format will always be 1. Values can go above one, but can't be negative. ie. the range is [0, infinite). rgb16float - rgb32float - mono8fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel. mono16fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono16float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono32float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel. rg8fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 8-bits per channel, 16-bits total per pixel. rg16fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg16float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg32float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 32-bits per channel, 64-bits total per pixel. a8fixed - An Alpha only format that has 8-bits per channel, 8-bits per pixel. a16fixed - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a16float - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a32float - An Alpha only format that has 32-bits per channel, 32-bits per pixel. monoalpha8fixed - A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel. monoalpha16fixed - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha16float - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha32float - A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.\n\n\n\n - The image to be warped.\n - The image containing the UV lookup values.\n\nExtra Information for the Remap  can be accessed via an Info CHOP.\n\n\n\n - Horizontal resolution of the  in pixels. - Vertical resolution of the  in pixels. - Horizontal aspect of the . - Vertical aspect of the . - Depth of 2D or 3D array if this  contains a 2D or 3D texture array. - Total amount of texture memory used by this .\n - Number of times the operator has cooked since the process started. - Duration of the last cook in milliseconds. - Frame number when this operator was last cooked relative to the component timeline. - Frame number when this operator was last cooked relative to the absolute time. - Time in milliseconds at which the operator started cooking in the frame it was cooked. - Time in milliseconds at which the operator finished cooking in the frame it was cooked. - 1 if operator was cooked this frame. - Number of warnings in this operator if any. - Number of errors in this operator if any.\nTouchDesigner Build: Latest\\nwikieditor2021.100002018.28070before 2018.28070\nTOPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nAn Operator Family that creates, composites and modifies images, and reads/writes images and movies to/from files and the network. TOPs run on the graphics card's GPU.\n\n\n\nThe width and height of an image in pixels. Most TOPs, like the Movie File In TOP can set the image resolution. See Aspect Ratio for the width/height ratio of an image, taking into account non-square pixels.\n\n\n\nThe viewer of a node can be (1) the interior of a node (the Node Viewer), (2) a floating window (RMB->View... on node), or (3) a Pane that graphically shows the results of an operator.\n\n\n\nA CHOP outputs one or more channels, where a channel is simply a sequence of numbers (Samples), representing motion, audio, etc. Channels are passed between CHOPs in TouchDesigner networks. Channels can be Exported to Parameters.\n\n\n\nAn Operator Family which operate on Channels (a sequence of numbers (Samples)) which are used for animation, audio, mathematics, simulation, logic, UI construction, and data streamed from/to devices and protocols.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=Remap_TOP&oldid=32156\"",
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      "description": "horzsource -  - Select which of the second input's channels to use for the horizontal warp of the first input.\n\n red - Use the second input's red channel as the horizontal warp source. green - Use the second input's green channel as the horizontal warp source. blue - Use the second input's blue channel as the horizontal warp source. alpha - Use the second input's alpha channel as the horizontal warp source. none - No horizontal warp will be applied.",
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      "description": "vertsource -  - Select which of the second input's channels to use for the vertical warp of the first input.\n\n red - Use the second input's red channel as the vertical warp source. green - Use the second input's green channel as the vertical warp source. blue - Use the second input's blue channel as the vertical warp source. alpha - Use the second input's alpha channel as the vertical warp source. none - No vertical warp will be applied.",
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      "description": "fliphorz - Reverses the direction of the horizontal warp. A pixel value of 0 for the horizontal warp will mean that it fetches a pixel from the right most column of the first input.",
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      "label": "Flip Vertical Direction",
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      "name": "Extend",
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      "description": "extend -  - Controls what is returned from your first input when the second input's values are outside the [0-1] range.\n\n hold - Returns the pixel value of the closest edge. zero - Returns zero. repeat - Repeats the texture. mirror - Mirrors the texture.",
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      "description": "hold - Returns the pixel value of the closest edge. zero - Returns zero. repeat - Repeats the texture. mirror - Mirrors the texture.",
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      "name": "Output Resolution",
      "label": "Output Resolution",
      "group": "General",
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      "description": "outputresolution -  - quickly change the resolution of the 's data.\n\n useinput - Uses the input's resolution. eighth - Multiply the input's resolution by that amount. quarter - Multiply the input's resolution by that amount. half - Multiply the input's resolution by that amount. 2x - Multiply the input's resolution by that amount. 4x - Multiply the input's resolution by that amount. 8x - Multiply the input's resolution by that amount. fit - Fits the width and height to the resolution given below, while maintaining the aspect ratio. limit - The width and height are limited to the resolution given below. If one of the dimensions exceeds the given resolution, the width and height will be reduced to fit inside the given limits while maintaining the aspect ratio. custom - Enables the  parameter below, giving direct control over width and height.",
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      "description": "resmenu - A drop-down menu with some commonly used resolutions.",
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      "label": "Use Global Res Multiplier",
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      "description": "aspect -  - Use when Output Aspect parameter is set to Custom Aspect.\n\n aspect1 - aspect2 -",
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      "description": "inputfiltertype -  - This controls pixel filtering on the input image of the .\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. This is how you get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.",
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      "description": "fillmode -  - Determine how the  image is displayed in the viewer.\nNOTE:To get an understanding of how TOPs work with images, you will want to set this to Native  as you lay down TOPs when starting out. This will let you see what is actually happening without any automatic viewer resizing.\n\n\n useinput - Uses the same Fill Viewer settings as it's input. fill - Stretches the image to fit the edges of the viewer. width - Stretches image to fit viewer horizontally. height - Stretches image to fit viewer vertically. best - Stretches or squashes image so no part of image is cropped. outside - Stretches or squashes image so image fills viewer while constraining it's proportions. This often leads to part of image getting cropped by viewer. nativeres - Displays the native resolution of the image in the viewer.",
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      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
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      "isVisible": true,
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      "label": "Use Input",
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      "description": "useinput - Uses the same Fill Viewer settings as it's input. fill - Stretches the image to fit the edges of the viewer. width - Stretches image to fit viewer horizontally. height - Stretches image to fit viewer vertically. best - Stretches or squashes image so no part of image is cropped. outside - Stretches or squashes image so image fills viewer while constraining it's proportions. This often leads to part of image getting cropped by viewer. nativeres - Displays the native resolution of the image in the viewer.",
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      "isReadOnly": false,
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      "id": null,
      "name": "Viewer Smoothness",
      "label": "Viewer Smoothness",
      "group": "General",
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      "description": "filtertype -  - This controls pixel filtering in the viewers.\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. Use this to get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.",
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      "lastUpdated": "2025-08-07T07:50:08.422Z",
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      "name": "Nearest Pixel",
      "label": "Nearest Pixel",
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      "description": "nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. Use this to get  images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses  mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.",
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      "isReadOnly": false,
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      "order": 0,
      "isVisible": true,
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      "isValid": true,
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      "lastUpdated": "2025-08-07T07:50:08.422Z",
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      "id": null,
      "name": "Passes",
      "label": "Passes",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
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      "defaultValue": null,
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      "description": "npasses - Duplicates the operation of the  the specified number of times. Making this larger than 1 is essentially the same as taking the output from each pass, and passing it into the first input of the node and repeating the process. Other inputs and parameters remain the same for each pass.",
      "tooltip": "",
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      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
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      "isVisible": true,
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      "lastUpdated": "2025-08-07T07:50:08.422Z",
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      "id": null,
      "name": "Channel Mask",
      "label": "Channel Mask",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "allowCustom": false,
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      "description": "chanmask - Allows you to choose which channels (R, G, B, or A) the  will operate on. All channels are selected by default.",
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      "isReadOnly": false,
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      "id": null,
      "name": "Pixel Format",
      "label": "Pixel Format",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "allowCustom": false,
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      "description": "format -  - Format used to store data for each channel in the image (ie. R, G, B, and A). Refer to Pixel Formats for more information.\n\n useinput - Uses the input's pixel format. rgba8fixed - Uses 8-bit integer values for each channel. srgba8fixed - Uses 8-bit integer values for each channel and stores color in sRGB colorspace. rgba16float - Uses 16-bits per color channel, 64-bits per pixel. rgba32float - Uses 32-bits per color channel, 128-bits per pixels. rgb10a2fixed - Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel. rgba16fixed - Uses 16-bits per color channel, 64-bits total per pixel. rgba11float - A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue , 32-bits total per pixel (therefore the same memory usage as 8-bit RGBA). The Alpha channel in this format will always be 1. Values can go above one, but can't be negative. ie. the range is [0, infinite). rgb16float - rgb32float - mono8fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel. mono16fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono16float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono32float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel. rg8fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 8-bits per channel, 16-bits total per pixel. rg16fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg16float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg32float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 32-bits per channel, 64-bits total per pixel. a8fixed - An Alpha only format that has 8-bits per channel, 8-bits per pixel. a16fixed - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a16float - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a32float - An Alpha only format that has 32-bits per channel, 32-bits per pixel. monoalpha8fixed - A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel. monoalpha16fixed - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha16float - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha32float - A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.",
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