diff options
Diffstat (limited to 'doc/classes/DirectionalLight3D.xml')
-rw-r--r-- | doc/classes/DirectionalLight3D.xml | 9 |
1 files changed, 0 insertions, 9 deletions
diff --git a/doc/classes/DirectionalLight3D.xml b/doc/classes/DirectionalLight3D.xml index 233b1f0c16..4f51adb8fc 100644 --- a/doc/classes/DirectionalLight3D.xml +++ b/doc/classes/DirectionalLight3D.xml @@ -15,9 +15,6 @@ <member name="directional_shadow_blend_splits" type="bool" setter="set_blend_splits" getter="is_blend_splits_enabled" default="false"> If [code]true[/code], shadow detail is sacrificed in exchange for smoother transitions between splits. </member> - <member name="directional_shadow_depth_range" type="int" setter="set_shadow_depth_range" getter="get_shadow_depth_range" enum="DirectionalLight3D.ShadowDepthRange" default="0"> - Optimizes shadow rendering for detail versus movement. See [enum ShadowDepthRange]. - </member> <member name="directional_shadow_fade_start" type="float" setter="set_param" getter="get_param" default="0.8"> Proportion of [member directional_shadow_max_distance] at which point the shadow starts to fade. At [member directional_shadow_max_distance] the shadow will disappear. </member> @@ -55,11 +52,5 @@ <constant name="SHADOW_PARALLEL_4_SPLITS" value="2" enum="ShadowMode"> Splits the view frustum in 4 areas, each with its own shadow map. This is the slowest directional shadow mode. </constant> - <constant name="SHADOW_DEPTH_RANGE_STABLE" value="0" enum="ShadowDepthRange"> - Keeps the shadow stable when the camera moves, at the cost of lower effective shadow resolution. - </constant> - <constant name="SHADOW_DEPTH_RANGE_OPTIMIZED" value="1" enum="ShadowDepthRange"> - Tries to achieve maximum shadow resolution. May result in saw effect on shadow edges. This mode typically works best in games where the camera will often move at high speeds, such as most racing games. - </constant> </constants> </class> |