Don't use tabs for alignment, only for indentation.
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@ -55,10 +55,10 @@ namespace nvtt
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// DX9 formats.
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Format_DXT1,
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Format_DXT1a, // DXT1 with binary alpha.
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Format_DXT1a, // DXT1 with binary alpha.
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Format_DXT3,
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Format_DXT5,
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Format_DXT5n, // Compressed HILO: R=0, G=x, B=0, A=y
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Format_DXT5n, // Compressed HILO: R=0, G=x, B=0, A=y
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// DX10 formats.
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Format_BC1 = Format_DXT1,
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@ -66,8 +66,8 @@ namespace nvtt
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Format_BC2 = Format_DXT3,
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Format_BC3 = Format_DXT5,
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Format_BC3n = Format_DXT5n,
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Format_BC4, // ATI1
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Format_BC5, // 3DC, ATI2
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Format_BC4, // ATI1
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Format_BC5, // 3DC, ATI2
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// OpenGL formats.
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Format_LATC = Format_BC5,
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@ -134,9 +134,9 @@ namespace nvtt
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/// Mipmap downsampling filters.
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enum MipmapFilter
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{
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MipmapFilter_Box, ///< Box filter is quite good and very fast.
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MipmapFilter_Triangle, ///< Triangle filter blurs the results too much, but that might be what you want.
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MipmapFilter_Kaiser, ///< Kaiser-windowed Sinc filter is the best downsampling filter.
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MipmapFilter_Box, ///< Box filter is quite good and very fast.
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MipmapFilter_Triangle, ///< Triangle filter blurs the results too much, but that might be what you want.
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MipmapFilter_Kaiser, ///< Kaiser-windowed Sinc filter is the best downsampling filter.
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};
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enum ColorTransform
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