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authorHugo Locurcio <hugo.locurcio@hugo.pro>2021-12-29 00:10:41 +0100
committerHugo Locurcio <hugo.locurcio@hugo.pro>2021-12-29 00:11:50 +0100
commitdf09bc38cb02d34946f07f9f3d48a60a3c87a1b9 (patch)
tree3b859f112ff2d69b523bd5a21d67dcf87522d1b7 /servers/rendering/renderer_viewport.h
parent28174d531b7128f0281fc2b88da2f4962fd3513e (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.h4
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);