public void SetPreferredBitDepths( ushort integerBits, ushort floatBits, bool reloadTextures )
{
_preferredFloatBitDepth = floatBits;
_preferredIntegerBitDepth = integerBits;
if ( reloadTextures )
{
// Iterate throught all textures
foreach ( Texture texture in Resources )
{
// Reload loaded and reloadable texture only
if ( texture.IsLoaded && texture.IsReloadable )
{
texture.Unload();
texture.SetDesiredBitDepths( integerBits, floatBits );
texture.Load();
}
else
{
texture.SetDesiredBitDepths( integerBits, floatBits );
}
}
}
}