// Copyright (c) 2018 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. #ifndef _Graphic3d_AlphaMode_HeaderFile #define _Graphic3d_AlphaMode_HeaderFile //! Defines how alpha value of base color / texture should be treated. enum Graphic3d_AlphaMode { Graphic3d_AlphaMode_Opaque = 0, //!< rendered output is fully opaque and alpha value is ignored Graphic3d_AlphaMode_Mask, //!< rendered output is either fully opaque or fully transparent depending on the alpha value and the alpha cutoff value Graphic3d_AlphaMode_Blend, //!< rendered output is combined with the background Graphic3d_AlphaMode_BlendAuto = -1, //!< special value defined for backward compatibility - it is equal to Graphic3d_AlphaMode_Blend when Material transparency is not zero and Graphic3d_AlphaMode_Opaque otherwise; // since this check ignores possible transparency defined by per-vertex colors and textures - NOT recommended to use! }; #endif // _Graphic3d_AlphaModeHeaderFile