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authorJadon Orr <jadonorr01@gmail.com>2022-07-05 17:19:47 -0400
committerJadon Orr <jadonorr01@gmail.com>2022-07-05 17:19:47 -0400
commit1b80d99d78ce6a51dd1f3da5ca56549ee832a45c (patch)
tree01634f680c81b4a63150c2baea1591d6cac9786f
parent9de5698ee21c2e834eec9b39c2f9e1492ff018d4 (diff)
Fix small typo in LightmapGI class reference
-rw-r--r--doc/classes/LightmapGI.xml2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/LightmapGI.xml b/doc/classes/LightmapGI.xml
index ffde0d95ce..c0766cd1ec 100644
--- a/doc/classes/LightmapGI.xml
+++ b/doc/classes/LightmapGI.xml
@@ -21,7 +21,7 @@
Number of light bounces that are taken into account during baking. Higher values result in brighter, more realistic lighting, at the cost of longer bake times. If set to [code]0[/code], only environment lighting, direct light and emissive lighting is baked.
</member>
<member name="directional" type="bool" setter="set_directional" getter="is_directional" default="false">
- If [code]true[/code], bakes lightmaps to contain directional information as spherical harmonics. This results in more realistic lighting appearance, especially with normal mapped materials and for lights that their have direct light baked ([member Light3D.light_bake_mode] set to [constant Light3D.BAKE_STATIC]). The directional information is also used to provide rough reflections for static and dynamic objects. This has a small run-time performance cost as the shader has to perform more work to interpret the direction information from the lightmap. Directional lightmaps also take longer to bake and result in larger file sizes.
+ If [code]true[/code], bakes lightmaps to contain directional information as spherical harmonics. This results in more realistic lighting appearance, especially with normal mapped materials and for lights that have their direct light baked ([member Light3D.light_bake_mode] set to [constant Light3D.BAKE_STATIC]). The directional information is also used to provide rough reflections for static and dynamic objects. This has a small run-time performance cost as the shader has to perform more work to interpret the direction information from the lightmap. Directional lightmaps also take longer to bake and result in larger file sizes.
[b]Note:[/b] The property's name has no relationship with [DirectionalLight3D]. [member directional] works with all light types.
</member>
<member name="environment_custom_color" type="Color" setter="set_environment_custom_color" getter="get_environment_custom_color">