// This source file is part of HGamer3D // (A project to enable 3D game development in Haskell) // For the latest info, see http://www.althainz.de/HGamer3D.html // // Copyright 2011 Dr. Peter Althainz // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // // EnumPixelFormatFlags.h // // // // // File for type, method, enum or function stubs // in: "..\OgreSDK_vc10_v1-7-4\include\OGRE\OgrePixelFormat.h" // // each stub combines the following files: // a C++ implementation file, transforming cpp calls into C-functions // a C-header file, making this C-functions available for the C2HS parser // a chs file, give instructions to the C2HS parser. // // #include "wchar.h" // enum from ..\OgreSDK_vc10_v1-7-4\include\OGRE\OgrePixelFormat.h line:160 enum EnumPixelFormatFlags { // This format has an alpha channel PFF_HASALPHA = 0x00000001, // This format is compressed. This invalidates the values in elemBytes, // elemBits and the bit counts as these might not be fixed in a compressed format. PFF_COMPRESSED = 0x00000002, // This is a floating point format PFF_FLOAT = 0x00000004, // This is a depth format (for depth textures) PFF_DEPTH = 0x00000008, // Format is in native endian. Generally true for the 16, 24 and 32 bits // formats which can be represented as machine integers. PFF_NATIVEENDIAN = 0x00000010, // This is an intensity format instead of a RGB one. The luminance // replaces R,G and B. (but not A) PFF_LUMINANCE = 0x00000020 };