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authorHugo Locurcio <hugo.locurcio@hugo.pro>2020-11-22 16:28:00 +0100
committerHugo Locurcio <hugo.locurcio@hugo.pro>2020-11-22 16:28:00 +0100
commitb297d595a5b364f3d9cbcf042f265f6a82faf19a (patch)
tree0728027ffe736468c09b1fa14fd4a02c25e6af22
parent25ebee328c58fe968d7314150580208253e4143b (diff)
Document that vertex displacement isn't visible in overdraw debug mode
See #24232.
-rw-r--r--doc/classes/RenderingServer.xml3
1 files changed, 2 insertions, 1 deletions
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 5830a8452c..22a9925d4b 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -3365,7 +3365,8 @@
Objects are displayed with only light information.
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_OVERDRAW" value="3" enum="ViewportDebugDraw">
- Objects are displayed semi-transparent with additive blending so you can see where they are drawing over top of one another. A higher overdraw means you are wasting performance on drawing pixels that are being hidden behind others.
+ Objects are displayed semi-transparent with additive blending so you can see where they are drawing over top of one another. A higher overdraw (represented by brighter colors) means you are wasting performance on drawing pixels that are being hidden behind others.
+ [b]Note:[/b] When using this debug draw mode, custom shaders will be ignored. This means vertex displacement won't be visible anymore.
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_WIREFRAME" value="4" enum="ViewportDebugDraw">
Debug draw draws objects in wireframe.