/Utilities/Graphics/AntiAliasingMode.cs
C# | 65 lines | 16 code | 9 blank | 40 comment | 0 complexity | 670c1d06078f10e49a06f2b4ab8ed0a8 MD5 | raw file
Possible License(s): Apache-2.0
- namespace Delta.Utilities.Graphics
- {
- /// <summary>
- /// Platform AntiAliasing modes. Since there are different implementations
- /// of AntiAliasing we supply a switch to differentiate between those.
- /// It is important to set amount of samples, but you may omit AA technique.
- /// This is only used on platforms which support multiple techniques.
- /// </summary>
- public enum AntiAliasingMode
- {
- /// <summary>
- /// No AA applied
- /// </summary>
- None = 0,
-
- /// <summary>
- /// Use 2 sample AA
- /// </summary>
- AA2x = 2,
-
- /// <summary>
- /// Use 4 sample AA
- /// </summary>
- AA4x = 4,
-
- /// <summary>
- /// Use 8 sample AA
- /// </summary>
- AA8x = 8,
-
- /// <summary>
- /// Use 16 sample AA
- /// </summary>
- AA16x = 16,
-
- /// <summary>
- /// Use 32 sample AA
- /// </summary>
- AA32x = 32,
-
- /// <summary>
- /// May be used for extracting AALevel out of previous flags.
- /// </summary>
- AALevel = AA2x | AA4x | AA8x | AA16x | AA32x,
-
- /// <summary>
- /// Full Scene AA.
- /// 1. Render image in higher resolution
- /// 2. Scale it down to display resolution
- /// </summary>
- FSAA = 256,
-
- /// <summary>
- /// Multi Sample AA, this is default on most platforms,
- /// if nothing else is specified
- /// </summary>
- MSAA = 512,
-
- /// <summary>
- /// Coverage Sample AA
- /// Nvidia extension (mainly used on tegra at the moment)
- /// </summary>
- CSAA = 1024,
- }
- }