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authorRémi Verschelde <rverschelde@gmail.com>2020-02-12 09:59:06 +0100
committerRémi Verschelde <rverschelde@gmail.com>2020-02-12 12:37:13 +0100
commit0e3d6257377d9f73520e5ccdb7677fde23be3398 (patch)
tree900f2168fcdaadf1fe3532186bbfef273701fd51 /modules/opensimplex/doc_classes/NoiseTexture.xml
parent0c7fc80cc19fe9cd609b145245b1bb70f6a41e2e (diff)
doc: Sync classref with current source
Lots of internal API changes and some docstrings were lost in the conversion. I manually salvaged many of them but for all the rendering-related ones, an additional pass is needed. Added missing enum bindings in BaseMaterial3D and VisualServer.
Diffstat (limited to 'modules/opensimplex/doc_classes/NoiseTexture.xml')
-rw-r--r--modules/opensimplex/doc_classes/NoiseTexture.xml5
1 files changed, 2 insertions, 3 deletions
diff --git a/modules/opensimplex/doc_classes/NoiseTexture.xml b/modules/opensimplex/doc_classes/NoiseTexture.xml
index 0790cde557..c06f3096de 100644
--- a/modules/opensimplex/doc_classes/NoiseTexture.xml
+++ b/modules/opensimplex/doc_classes/NoiseTexture.xml
@@ -1,12 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="NoiseTexture" inherits="Texture" version="4.0">
+<class name="NoiseTexture" inherits="Texture2D" version="4.0">
<brief_description>
[OpenSimplexNoise] filled texture.
</brief_description>
<description>
Uses an [OpenSimplexNoise] to fill the texture data. You can specify the texture size but keep in mind that larger textures will take longer to generate and seamless noise only works with square sized textures.
NoiseTexture can also generate normalmap textures.
- The class uses [Thread]s to generate the texture data internally, so [method Texture.get_data] may return [code]null[/code] if the generation process has not completed yet. In that case, you need to wait for the texture to be generated before accessing the data:
+ The class uses [Thread]s to generate the texture data internally, so [method Texture2D.get_data] may return [code]null[/code] if the generation process has not completed yet. In that case, you need to wait for the texture to be generated before accessing the data:
[codeblock]
var texture = preload("res://noise.tres")
yield(texture, "changed")
@@ -24,7 +24,6 @@
<member name="bump_strength" type="float" setter="set_bump_strength" getter="get_bump_strength" default="8.0">
Strength of the bump maps used in this texture. A higher value will make the bump maps appear larger while a lower value will make them appear softer.
</member>
- <member name="flags" type="int" setter="set_flags" getter="get_flags" override="true" default="7" />
<member name="height" type="int" setter="set_height" getter="get_height" default="512">
Height of the generated texture.
</member>