Ryujinx-GtkSharp/doc/en/Gdk/InterpType.xml
Mike Kestner 352fc8e849 Run the doc updater
Didn't audit any of this.
2012-03-28 22:10:46 -05:00

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XML

<Type Name="InterpType" FullName="Gdk.InterpType">
<TypeSignature Language="C#" Maintainer="auto" Value="public enum InterpType" />
<TypeSignature Language="ILAsm" Value=".class public auto ansi sealed InterpType extends System.Enum" />
<AssemblyInfo>
<AssemblyName>gdk-sharp</AssemblyName>
<AssemblyPublicKey>
</AssemblyPublicKey>
</AssemblyInfo>
<ThreadSafetyStatement>Gtk# is thread aware, but not thread safe; See the <link location="node:gtk-sharp/programming/threads">Gtk# Thread Programming</link> for details.</ThreadSafetyStatement>
<Base>
<BaseTypeName>System.Enum</BaseTypeName>
</Base>
<Attributes>
<Attribute>
<AttributeName>GLib.GType(typeof(Gdk.InterpTypeGType))</AttributeName>
</Attribute>
</Attributes>
<Docs>
<summary>Interpolation mode for scaling operations.</summary>
<remarks>Bilinear is the best balance in most cases.
Nearest provides faster (and low quality) scaling, while Hyper is slow but high-quality.
</remarks>
</Docs>
<Members>
<Member MemberName="Bilinear">
<MemberSignature Language="C#" Value="Bilinear" />
<MemberSignature Language="ILAsm" Value=".field public static literal valuetype Gdk.InterpType Bilinear = int32(2)" />
<MemberType>Field</MemberType>
<ReturnValue>
<ReturnType>Gdk.InterpType</ReturnType>
</ReturnValue>
<Parameters />
<Docs>
<summary>Best quality/speed balance; use this mode by default. Bilinear interpolation. For enlargement, it is equivalent to point-sampling the ideal bilinear-interpolated image. For reduction, it is equivalent to laying down small tiles and integrating over the coverage area.</summary>
<remarks>
</remarks>
</Docs>
</Member>
<Member MemberName="Hyper">
<MemberSignature Language="C#" Value="Hyper" />
<MemberSignature Language="ILAsm" Value=".field public static literal valuetype Gdk.InterpType Hyper = int32(3)" />
<MemberType>Field</MemberType>
<ReturnValue>
<ReturnType>Gdk.InterpType</ReturnType>
</ReturnValue>
<Parameters />
<Docs>
<summary>This is the slowest and highest quality reconstruction function. It is derived from the hyperbolic filters in Wolberg's "Digital Image Warping", and is formally defined as the hyperbolic-filter sampling the ideal hyperbolic-filter interpolated image (the filter is designed to be idempotent for 1:1 pixel mapping).</summary>
<remarks>
</remarks>
</Docs>
</Member>
<Member MemberName="Nearest">
<MemberSignature Language="C#" Value="Nearest" />
<MemberSignature Language="ILAsm" Value=".field public static literal valuetype Gdk.InterpType Nearest = int32(0)" />
<MemberType>Field</MemberType>
<ReturnValue>
<ReturnType>Gdk.InterpType</ReturnType>
</ReturnValue>
<Parameters />
<Docs>
<summary>Nearest neighbor sampling; this is the fastest and lowest quality mode. Quality is normally unacceptable when scaling down, but may be OK when scaling up.</summary>
<remarks>
</remarks>
</Docs>
</Member>
<Member MemberName="Tiles">
<MemberSignature Language="C#" Value="Tiles" />
<MemberSignature Language="ILAsm" Value=".field public static literal valuetype Gdk.InterpType Tiles = int32(1)" />
<MemberType>Field</MemberType>
<ReturnValue>
<ReturnType>Gdk.InterpType</ReturnType>
</ReturnValue>
<Parameters />
<Docs>
<summary>This is an accurate simulation of the PostScript image operator without any interpolation enabled. Each pixel is rendered as a tiny parallelogram of solid color, the edges of which are implemented with antialiasing. It resembles nearest neighbor for enlargement, and bilinear for reduction.</summary>
<remarks>
</remarks>
</Docs>
</Member>
</Members>
</Type>