Paradox Game Engine  v1.0.0 beta06
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ColorWriteChannels.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 System;
4 using SiliconStudio.Core;
5 
6 namespace SiliconStudio.Paradox.Graphics
7 {
8  /// <summary>
9  /// Identify which components of each pixel of a render target are writable during blending.
10  /// </summary>
11  /// <remarks>
12  /// These flags can be combined with a bitwise OR and is used in <see cref="BlendState"/>.
13  /// </remarks>
14  [Flags]
15  [DataContract]
16  public enum ColorWriteChannels
17  {
18  /// <summary>
19  /// None of the data are stored.
20  /// </summary>
21  None = 0,
22 
23  /// <summary>
24  /// Allow data to be stored in the red component.
25  /// </summary>
26  Red = 1,
27 
28  /// <summary>
29  /// Allow data to be stored in the green component.
30  /// </summary>
31  Green = 2,
32 
33  /// <summary>
34  /// Allow data to be stored in the blue component.
35  /// </summary>
36  Blue = 4,
37 
38  /// <summary>
39  /// Allow data to be stored in the alpha component.
40  /// </summary>
41  Alpha = 8,
42 
43  /// <summary>
44  /// Allow data to be stored in all components.
45  /// </summary>
46  All = Alpha | Blue | Green | Red,
47  }
48 }
Allow data to be stored in the blue component.
Flags
Enumeration of the new Assimp's flags.
Allow data to be stored in the green component.
Allow data to be stored in the alpha component.
Allow data to be stored in the red component.
ColorWriteChannels
Identify which components of each pixel of a render target are writable during blending.