/Utilities/Graphics/AntiAliasingMode.cs
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}