diff options
Diffstat (limited to 'doc/classes/Light2D.xml')
-rw-r--r-- | doc/classes/Light2D.xml | 28 |
1 files changed, 8 insertions, 20 deletions
diff --git a/doc/classes/Light2D.xml b/doc/classes/Light2D.xml index f61be5a5af..2862190d4d 100644 --- a/doc/classes/Light2D.xml +++ b/doc/classes/Light2D.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="Light2D" inherits="Node2D" category="Core" version="3.2"> +<class name="Light2D" inherits="Node2D" version="4.0"> <brief_description> Casts light in a 2D environment. </brief_description> @@ -8,7 +8,7 @@ [b]Note:[/b] Light2D can also be used as a mask. </description> <tutorials> - <link>http://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link> + <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link> </tutorials> <methods> </methods> @@ -26,7 +26,7 @@ The Light2D's energy value. The larger the value, the stronger the light. </member> <member name="mode" type="int" setter="set_mode" getter="get_mode" enum="Light2D.Mode" default="0"> - The Light2D's mode. See [code]MODE_*[/code] constants for values. + The Light2D's mode. See [enum Mode] constants for values. </member> <member name="offset" type="Vector2" setter="set_texture_offset" getter="get_texture_offset" default="Vector2( 0, 0 )"> The offset of the Light2D's [code]texture[/code]. @@ -64,14 +64,11 @@ <member name="shadow_filter_smooth" type="float" setter="set_shadow_smooth" getter="get_shadow_smooth" default="0.0"> Smoothing value for shadows. </member> - <member name="shadow_gradient_length" type="float" setter="set_shadow_gradient_length" getter="get_shadow_gradient_length" default="0.0"> - Smooth shadow gradient length. - </member> <member name="shadow_item_cull_mask" type="int" setter="set_item_shadow_cull_mask" getter="get_item_shadow_cull_mask" default="1"> - The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders with a matching shadow mask will cast shadows. + The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders with a matching light mask will cast shadows. </member> - <member name="texture" type="Texture" setter="set_texture" getter="get_texture"> - [Texture] used for the Light2D's appearance. + <member name="texture" type="Texture2D" setter="set_texture" getter="get_texture"> + [Texture2D] used for the Light2D's appearance. </member> <member name="texture_scale" type="float" setter="set_texture_scale" getter="get_texture_scale" default="1.0"> The [code]texture[/code]'s scale factor. @@ -93,19 +90,10 @@ <constant name="SHADOW_FILTER_NONE" value="0" enum="ShadowFilter"> No filter applies to the shadow map. See [member shadow_filter]. </constant> - <constant name="SHADOW_FILTER_PCF3" value="1" enum="ShadowFilter"> - Percentage closer filtering (3 samples) applies to the shadow map. See [member shadow_filter]. - </constant> - <constant name="SHADOW_FILTER_PCF5" value="2" enum="ShadowFilter"> + <constant name="SHADOW_FILTER_PCF5" value="1" enum="ShadowFilter"> Percentage closer filtering (5 samples) applies to the shadow map. See [member shadow_filter]. </constant> - <constant name="SHADOW_FILTER_PCF7" value="3" enum="ShadowFilter"> - Percentage closer filtering (7 samples) applies to the shadow map. See [member shadow_filter]. - </constant> - <constant name="SHADOW_FILTER_PCF9" value="4" enum="ShadowFilter"> - Percentage closer filtering (9 samples) applies to the shadow map. See [member shadow_filter]. - </constant> - <constant name="SHADOW_FILTER_PCF13" value="5" enum="ShadowFilter"> + <constant name="SHADOW_FILTER_PCF13" value="2" enum="ShadowFilter"> Percentage closer filtering (13 samples) applies to the shadow map. See [member shadow_filter]. </constant> </constants> |