summaryrefslogtreecommitdiff
path: root/editor
diff options
context:
space:
mode:
authorreduz <reduzio@gmail.com>2021-07-19 16:41:55 -0300
committerreduz <reduzio@gmail.com>2021-07-19 21:51:29 -0300
commit9293bc3935c3b87051003dcb8f6902d6f1e9fdbe (patch)
treec4f920a780e2590a4f888dfe9a083dea74c0afc3 /editor
parent855c7c7414a2f29cd420e8dd654a4630226bcd50 (diff)
Implement more rendering options as specialization constants
* Shadow quality settings now specialization constant. * Decal and light projector filters can be set. * Changing those settings forces re-creation of the pipelines. These changes should help improve performance related to shadow mapping, and allows improving performance by sacrificing decal and light projector quality.
Diffstat (limited to 'editor')
-rw-r--r--editor/editor_node.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp
index 712e571e57..4ff6410cdd 100644
--- a/editor/editor_node.cpp
+++ b/editor/editor_node.cpp
@@ -508,6 +508,9 @@ void EditorNode::_update_from_settings() {
float lod_threshold = GLOBAL_GET("rendering/mesh_lod/lod_change/threshold_pixels");
scene_root->set_lod_threshold(lod_threshold);
+
+ RS::get_singleton()->decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter"))));
+ RS::get_singleton()->light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter"))));
}
void EditorNode::_notification(int p_what) {