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TextureFlags.cs
Go to the documentation of this file.
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// Copyright (c) 2014 Silicon Studio Corp. (http://siliconstudio.co.jp)
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// This file is distributed under GPL v3. See LICENSE.md for details.
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using
System
;
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namespace
SiliconStudio.
Paradox
.Graphics
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{
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[
Flags
]
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public
enum
TextureFlags
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{
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/// <summary>
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/// No option.
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/// </summary>
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None = 0,
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/// <summary>
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/// A texture usable as a ShaderResourceView.
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/// </summary>
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ShaderResource
= 1,
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/// <summary>
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/// A texture usable as render target.
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/// </summary>
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RenderTarget
= 2,
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/// <summary>
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/// A texture usable as an unordered access buffer.
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/// </summary>
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UnorderedAccess
= 4,
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/// <summary>
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/// A texture usable as a depth stencil buffer.
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/// </summary>
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DepthStencil
= 8,
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}
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}
SiliconStudio.Paradox.Graphics.UnorderedAccess
Creates an unordered access buffer.
SiliconStudio.Paradox.Graphics.RenderTarget
A renderable texture view.
Definition:
RenderTarget.cs:10
SiliconStudio.Paradox.Graphics.DepthStencil
No documentation.
SiliconStudio.Shaders.Parser.System
A system file.
SiliconStudio.Paradox.AssimpNet.Material.Flags
Flags
Enumeration of the new Assimp's flags.
Definition:
MaterialStack.cs:29
SiliconStudio.Paradox.Graphics.TextureFlags
TextureFlags
Definition:
TextureFlags.cs:8
SiliconStudio.Paradox.Graphics.Paradox
Paradox image file.
SiliconStudio.Paradox.Graphics.ShaderResource
Creates a buffer usable as a ShaderResourceView.
sources
engine
SiliconStudio.Paradox.Graphics
TextureFlags.cs
Generated on Sat Dec 20 2014 21:51:54 for Paradox Game Engine by
1.8.7