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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-12-29 00:10:41 +0100 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-12-29 00:11:50 +0100 |
commit | df09bc38cb02d34946f07f9f3d48a60a3c87a1b9 (patch) | |
tree | 3b859f112ff2d69b523bd5a21d67dcf87522d1b7 /servers/rendering/renderer_viewport.h | |
parent | 28174d531b7128f0281fc2b88da2f4962fd3513e (diff) |
Rename Lod Threshold to Mesh Lod Threshold
This makes it more obvious that the setting only affects mesh LOD,
not manual (H)LOD achieved using visibility ranges.
Diffstat (limited to 'servers/rendering/renderer_viewport.h')
-rw-r--r-- | servers/rendering/renderer_viewport.h | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/servers/rendering/renderer_viewport.h b/servers/rendering/renderer_viewport.h index 5bb4dbbc6f..5f8ebca523 100644 --- a/servers/rendering/renderer_viewport.h +++ b/servers/rendering/renderer_viewport.h @@ -95,7 +95,7 @@ public: bool sdf_active; - float lod_threshold = 1.0; + float mesh_lod_threshold = 1.0; uint64_t last_pass = 0; @@ -256,7 +256,7 @@ public: void viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling); void viewport_set_occlusion_rays_per_thread(int p_rays_per_thread); void viewport_set_occlusion_culling_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality); - void viewport_set_lod_threshold(RID p_viewport, float p_pixels); + void viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels); virtual int viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info); virtual void viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw); |