Paradox Game Engine  v1.0.0 beta06
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CompressingRequest.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 System.Collections.Generic;
5 using System.Linq;
6 using System.Text;
7 
8 namespace SiliconStudio.TextureConverter.Requests
9 {
10  /// <summary>
11  /// Request to compress a texture to a specified format
12  /// </summary>
13  internal class CompressingRequest : IRequest
14  {
15  public override RequestType Type { get { return RequestType.Compressing; } }
16 
17 
18  /// <summary>
19  /// The format.
20  /// </summary>
21  public SiliconStudio.Paradox.Graphics.PixelFormat Format { get; private set; }
22 
23  /// <summary>
24  /// Gets the quality.
25  /// </summary>
26  /// <value>The quality.</value>
27  public TextureQuality Quality { get; private set; }
28 
29  /// <summary>
30  /// Initializes a new instance of the <see cref="CompressingRequest"/> class.
31  /// </summary>
32  /// <param name="format">The compression format.</param>
33  public CompressingRequest(SiliconStudio.Paradox.Graphics.PixelFormat format, TextureQuality quality = TextureQuality.Fast)
34  {
35  this.Format = format;
36  this.Quality = quality;
37  }
38  }
39 }
TextureQuality
The desired texture quality.
The type of the serialized type will be passed as a generic arguments of the serializer. Example: serializer of A becomes instantiated as Serializer{A}.
_In_ size_t _In_ size_t _In_ DXGI_FORMAT format
Definition: DirectXTexP.h:175
PixelFormat
Defines various types of pixel formats.
Definition: PixelFormat.cs:32