+// 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