summaryrefslogtreecommitdiff
path: root/doc/classes
diff options
context:
space:
mode:
authorRĂ©mi Verschelde <remi@verschelde.fr>2022-07-08 07:45:09 +0200
committerGitHub <noreply@github.com>2022-07-08 07:45:09 +0200
commit6892df6b78a9816ff871e8a0009aa6636094f082 (patch)
treeae62eefc11125631de1752043b22bb822c4e5592 /doc/classes
parent5268efdcd9b8e07ed8363f6f32a343392ab4acdf (diff)
parent1b80d99d78ce6a51dd1f3da5ca56549ee832a45c (diff)
Merge pull request #62751 from jjor2/lightmapgi-typo
Fix small typo in LightmapGI class reference
Diffstat (limited to 'doc/classes')
-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">