D3D10_COLOR_WRITE_ENABLE enumeration

Identify which components of each pixel of a render target are writable during blending.

Syntax


typedef enum D3D10_COLOR_WRITE_ENABLE { 
  D3D10_COLOR_WRITE_ENABLE_RED    = 1,
  D3D10_COLOR_WRITE_ENABLE_GREEN  = 2,
  D3D10_COLOR_WRITE_ENABLE_BLUE   = 4,
  D3D10_COLOR_WRITE_ENABLE_ALPHA  = 8,
  D3D10_COLOR_WRITE_ENABLE_ALL    = 
      ( D3D10_COLOR_WRITE_ENABLE_RED | D3D10_COLOR_WRITE_ENABLE_GREEN |  
        D3D10_COLOR_WRITE_ENABLE_BLUE | D3D10_COLOR_WRITE_ENABLE_ALPHA )
} D3D10_COLOR_WRITE_ENABLE;

Constants

D3D10_COLOR_WRITE_ENABLE_RED

Allow data to be stored in the red component.

D3D10_COLOR_WRITE_ENABLE_GREEN

Allow data to be stored in the green component.

D3D10_COLOR_WRITE_ENABLE_BLUE

Allow data to be stored in the blue component.

D3D10_COLOR_WRITE_ENABLE_ALPHA

Allow data to be stored in the alpha component.

D3D10_COLOR_WRITE_ENABLE_ALL

Allow data to be stored in all components.

Remarks

These flags can be combined with a bitwise OR.

Requirements

Header

D3D10.h

See also

Core Enumerations

 

 

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