diff options
Diffstat (limited to 'doc/classes/Light2D.xml')
-rw-r--r-- | doc/classes/Light2D.xml | 14 |
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> |