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authorRĂ©mi Verschelde <remi@verschelde.fr>2022-05-17 12:13:37 +0200
committerGitHub <noreply@github.com>2022-05-17 12:13:37 +0200
commitd64fc0c11442b17a2d81edb3a3042d9a34b6621e (patch)
treeb238f39a30311435a80d730c8bc099e25e9abe2a /doc
parent4379383ccd7828a94bdc0e4c6692826f2e4ec2ec (diff)
parent9b61c855ef00e14925cfdf8a5d61f854c51d92f4 (diff)
Merge pull request #61101 from clayjohn/GLES3-3D
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/ProjectSettings.xml6
1 files changed, 3 insertions, 3 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index b54c129369..7f3c0ea6d9 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1723,13 +1723,13 @@
<member name="rendering/limits/global_shader_variables/buffer_size" type="int" setter="" getter="" default="65536">
</member>
<member name="rendering/limits/opengl/max_lights_per_object" type="int" setter="" getter="" default="8">
- Max number of lights renderable per object. This is further limited by hardware support. Setting this low will slightly reduce memory usage, may decrease shader compile times, and may result in faster rendering on low-end, mobile, or web devices.
+ Max number of omnilights and spotlights renderable per object. At the default value of 8, this means that each surface can be affected by up to 8 omnilights and 8 spotlights. This is further limited by hardware support and [member rendering/limits/opengl/max_renderable_lights]. Setting this low will slightly reduce memory usage, may decrease shader compile times, and may result in faster rendering on low-end, mobile, or web devices.
</member>
<member name="rendering/limits/opengl/max_renderable_elements" type="int" setter="" getter="" default="65536">
Max amount of elements renderable in a frame. If more elements than this are visible per frame, they will not be drawn. Keep in mind elements refer to mesh surfaces and not meshes themselves. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export.
</member>
- <member name="rendering/limits/opengl/max_renderable_lights" type="int" setter="" getter="" default="256">
- Max number of lights renderable in a frame. If more lights than this number are used, they will be ignored. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export.
+ <member name="rendering/limits/opengl/max_renderable_lights" type="int" setter="" getter="" default="32">
+ Max number of positional lights renderable in a frame. If more lights than this number are used, they will be ignored. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export.
</member>
<member name="rendering/limits/spatial_indexer/threaded_cull_minimum_instances" type="int" setter="" getter="" default="1000">
</member>