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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
 1namespace 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
16		/// <summary>
17		/// Use 2 sample AA
18		/// </summary>
19		AA2x = 2,
20
21		/// <summary>
22		/// Use 4 sample AA
23		/// </summary>
24		AA4x = 4,
25
26		/// <summary>
27		/// Use 8 sample AA
28		/// </summary>
29		AA8x = 8,
30
31		/// <summary>
32		/// Use 16 sample AA
33		/// </summary>
34		AA16x = 16,
35
36		/// <summary>
37		/// Use 32 sample AA
38		/// </summary>
39		AA32x = 32,
40
41		/// <summary>
42		/// May be used for extracting AALevel out of previous flags.
43		/// </summary>
44		AALevel = AA2x | AA4x | AA8x | AA16x | AA32x,
45
46		/// <summary>
47		/// Full Scene AA.
48		/// 1. Render image in higher resolution
49		/// 2. Scale it down to display resolution
50		/// </summary>
51		FSAA = 256,
52
53		/// <summary>
54		/// Multi Sample AA, this is default on most platforms,
55		/// if nothing else is specified
56		/// </summary>
57		MSAA = 512,
58
59		/// <summary>
60		/// Coverage Sample AA
61		/// Nvidia extension (mainly used on tegra at the moment)
62		/// </summary>
63		CSAA = 1024,
64	}
65}