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-rw-r--r--doc/classes/Light2D.xml14
1 files changed, 10 insertions, 4 deletions
diff --git a/doc/classes/Light2D.xml b/doc/classes/Light2D.xml
index 7ce7cef7c1..05054e06fd 100644
--- a/doc/classes/Light2D.xml
+++ b/doc/classes/Light2D.xml
@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Light2D" inherits="Node2D" category="Core" version="3.0.alpha.custom_build">
<brief_description>
- Node that casts light in a 2D environment.
+ Casts light in a 2D environment.
</brief_description>
<description>
- Node that casts light in a 2D environment. Light is defined by a (usually grayscale) texture, a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related). Note that Light2D can be used as a mask.
+ Casts light in a 2D environment. Light is defined by a (usually grayscale) texture, a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related). Note that Light2D can be used as a mask.
</description>
<tutorials>
</tutorials>
@@ -385,7 +385,7 @@
If [code]true[/code] the Light2D will cast shadows. Default value: [code]false[/code].
</member>
<member name="shadow_filter" type="int" setter="set_shadow_filter" getter="get_shadow_filter" enum="Light2D.ShadowFilter">
- Shadow filter type. May be one of [code][None, PCF5, PCF9, PCF13][/code]. Default value: [code]None[/code].
+ Shadow filter type. Use SHADOW_FILTER_* constants to set [code]shadow_filter[/code]. Default value: [code]None[/code].
</member>
<member name="shadow_filter_smooth" type="float" setter="set_shadow_smooth" getter="get_shadow_smooth">
Smoothing value for shadows.
@@ -408,7 +408,7 @@
Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behaviour of a light.
</constant>
<constant name="MODE_SUB" value="1">
- Subtract the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect.
+ Subtracts the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect.
</constant>
<constant name="MODE_MIX" value="2">
Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation.
@@ -417,16 +417,22 @@
The light texture of the Light2D is used as a mask, hiding or revealing parts of the screen underneath depending on the value of each pixel of the light (mask) texture.
</constant>
<constant name="SHADOW_FILTER_NONE" value="0">
+ No filter applies to the shadow map. See [method shadow_filter].
</constant>
<constant name="SHADOW_FILTER_PCF3" value="1">
+ Percentage closer filtering (3 samples) applies to the shadow map. See [method shadow_filter].
</constant>
<constant name="SHADOW_FILTER_PCF5" value="2">
+ Percentage closer filtering (5 samples) applies to the shadow map. See [method shadow_filter].
</constant>
<constant name="SHADOW_FILTER_PCF7" value="3">
+ Percentage closer filtering (7 samples) applies to the shadow map. See [method shadow_filter].
</constant>
<constant name="SHADOW_FILTER_PCF9" value="4">
+ Percentage closer filtering (9 samples) applies to the shadow map. See [method shadow_filter].
</constant>
<constant name="SHADOW_FILTER_PCF13" value="5">
+ Percentage closer filtering (13 samples) applies to the shadow map. See [method shadow_filter].
</constant>
</constants>
</class>