/// <summary> /// Determines whether a format is compressed. /// Compressed formats should use GL.CompressedTexImage instead of GL.TexImage. /// </summary> /// <param name="format">The image format for the Image data</param> /// <returns>True if the format is compressed</returns> public static bool IsCompressed(PixelInternalFormat format) { // All the enum value names should follow this convention. return(format.ToString().ToLower().Contains("compressed")); }
/// <summary> /// Determines if <paramref name="format"/> is a valid format for a /// <see cref="DepthTexture"/>. /// </summary> /// <param name="format">The image format for the texture data</param> /// <returns>True if the format is a valid depth texture format</returns> public static bool IsDepthFormat(PixelInternalFormat format) { string formatName = format.ToString().ToLower(); return(formatName.Contains("depthcomponent")); }