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/Utilities/Graphics/AntiAliasingMode.cs

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C# | 65 lines | 16 code | 9 blank | 40 comment | 0 complexity | 670c1d06078f10e49a06f2b4ab8ed0a8 MD5 | raw file
Possible License(s): Apache-2.0
  1. namespace Delta.Utilities.Graphics
  2. {
  3. /// <summary>
  4. /// Platform AntiAliasing modes. Since there are different implementations
  5. /// of AntiAliasing we supply a switch to differentiate between those.
  6. /// It is important to set amount of samples, but you may omit AA technique.
  7. /// This is only used on platforms which support multiple techniques.
  8. /// </summary>
  9. public enum AntiAliasingMode
  10. {
  11. /// <summary>
  12. /// No AA applied
  13. /// </summary>
  14. None = 0,
  15. /// <summary>
  16. /// Use 2 sample AA
  17. /// </summary>
  18. AA2x = 2,
  19. /// <summary>
  20. /// Use 4 sample AA
  21. /// </summary>
  22. AA4x = 4,
  23. /// <summary>
  24. /// Use 8 sample AA
  25. /// </summary>
  26. AA8x = 8,
  27. /// <summary>
  28. /// Use 16 sample AA
  29. /// </summary>
  30. AA16x = 16,
  31. /// <summary>
  32. /// Use 32 sample AA
  33. /// </summary>
  34. AA32x = 32,
  35. /// <summary>
  36. /// May be used for extracting AALevel out of previous flags.
  37. /// </summary>
  38. AALevel = AA2x | AA4x | AA8x | AA16x | AA32x,
  39. /// <summary>
  40. /// Full Scene AA.
  41. /// 1. Render image in higher resolution
  42. /// 2. Scale it down to display resolution
  43. /// </summary>
  44. FSAA = 256,
  45. /// <summary>
  46. /// Multi Sample AA, this is default on most platforms,
  47. /// if nothing else is specified
  48. /// </summary>
  49. MSAA = 512,
  50. /// <summary>
  51. /// Coverage Sample AA
  52. /// Nvidia extension (mainly used on tegra at the moment)
  53. /// </summary>
  54. CSAA = 1024,
  55. }
  56. }