Paradox Game Engine  v1.0.0 beta06
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WICFlags.cs
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4 // Copyright (c) 2010-2014 SharpDX - Alexandre Mutel
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75 #if SILICONSTUDIO_PLATFORM_WINDOWS_RUNTIME
76 using System;
77 
78 namespace SiliconStudio.Paradox.Graphics
79 {
80  [Flags]
81  internal enum WICFlags
82  {
83  None = 0x0,
84 
85  ForceRgb = 0x1,
86  // Loads DXGI 1.1 BGR formats as DXGI_FORMAT_R8G8B8A8_UNORM to avoid use of optional WDDM 1.1 formats
87 
88  NoX2Bias = 0x2,
89  // Loads DXGI 1.1 X2 10:10:10:2 format as DXGI_FORMAT_R10G10B10A2_UNORM
90 
91  No16Bpp = 0x4,
92  // Loads 565, 5551, and 4444 formats as 8888 to avoid use of optional WDDM 1.2 formats
93 
94  FlagsAllowMono = 0x8,
95  // Loads 1-bit monochrome (black & white) as R1_UNORM rather than 8-bit greyscale
96 
97  AllFrames = 0x10,
98  // Loads all images in a multi-frame file, converting/resizing to match the first frame as needed, defaults to 0th frame otherwise
99 
100  Dither = 0x10000,
101  // Use ordered 4x4 dithering for any required conversions
102 
103  DitherDiffusion = 0x20000,
104  // Use error-diffusion dithering for any required conversions
105 
106  FilterPoint = 0x100000,
107  FilterLinear = 0x200000,
108  FilterCubic = 0x300000,
109  FilterFant = 0x400000, // Combination of Linear and Box filter
110  // Filtering mode to use for any required image resizing (only needed when loading arrays of differently sized images; defaults to Fant)
111  };
112 }
113 #endif
Flags
Enumeration of the new Assimp's flags.