Paradox Game Engine  v1.0.0 beta06
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AlphaFormat.cs
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1 // Copyright (c) 2014 Silicon Studio Corp. (http://siliconstudio.co.jp)
2 // This file is distributed under GPL v3. See LICENSE.md for details.
3 using SiliconStudio.Core;
4 
5 namespace SiliconStudio.Paradox.Assets.Texture
6 {
7  [DataContract]
8  public enum AlphaFormat
9  {
10  /// <summary>
11  /// Alpha channel should be ignored.
12  /// </summary>
13  None,
14 
15  /// <summary>
16  /// Alpha channel should be stored as 1-bit mask if possible.
17  /// </summary>
18  Mask,
19 
20  /// <summary>
21  /// Alpha channel should be stored with explicit compression. Well suited to sharp alpha transitions between translucent and opaque areas.
22  /// </summary>
23  Explicit,
24 
25  /// <summary>
26  /// Alpha channel should be stored using interpolation. Well suited for alpha gradient.
27  /// </summary>
29  }
30 }
Alpha channel should be stored with explicit compression. Well suited to sharp alpha transitions betw...
Alpha channel should be stored using interpolation. Well suited for alpha gradient.