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-rw-r--r--doc/classes/Light3D.xml11
1 files changed, 4 insertions, 7 deletions
diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml
index 930a68be7f..6979efa569 100644
--- a/doc/classes/Light3D.xml
+++ b/doc/classes/Light3D.xml
@@ -65,7 +65,7 @@
<member name="light_specular" type="float" setter="set_param" getter="get_param" default="0.5">
The intensity of the specular blob in objects affected by the light. At [code]0[/code], the light becomes a pure diffuse light. When not baking emission, this can be used to avoid unrealistic reflections when placing lights above an emissive surface.
</member>
- <member name="shadow_bias" type="float" setter="set_param" getter="get_param" default="0.02">
+ <member name="shadow_bias" type="float" setter="set_param" getter="get_param" default="0.1">
Used to adjust shadow appearance. Too small a value results in self-shadowing ("shadow acne"), while too large a value causes shadows to separate from casters ("peter-panning"). Adjust as needed.
</member>
<member name="shadow_blur" type="float" setter="set_param" getter="get_param" default="1.0">
@@ -77,7 +77,7 @@
<member name="shadow_enabled" type="bool" setter="set_shadow" getter="has_shadow" default="false">
If [code]true[/code], the light will cast shadows.
</member>
- <member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" default="1.0">
+ <member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" default="2.0">
Offsets the lookup into the shadow map by the object's normal. This can be used to reduce self-shadowing artifacts without using [member shadow_bias]. In practice, this value should be tweaked along with [member shadow_bias] to reduce artifacts as much as possible.
</member>
<member name="shadow_reverse_cull_face" type="bool" setter="set_shadow_reverse_cull_face" getter="get_shadow_reverse_cull_face" default="false">
@@ -148,12 +148,9 @@
Light is ignored when baking.
[b]Note:[/b] Hiding a light does [i]not[/i] affect baking.
</constant>
- <constant name="BAKE_INDIRECT" value="1" enum="BakeMode">
- Only indirect lighting will be baked (default).
+ <constant name="BAKE_DYNAMIC" value="1" enum="BakeMode">
</constant>
- <constant name="BAKE_ALL" value="2" enum="BakeMode">
- Both direct and indirect light will be baked.
- [b]Note:[/b] You should hide the light if you don't want it to appear twice (dynamic and baked).
+ <constant name="BAKE_STATIC" value="2" enum="BakeMode">
</constant>
</constants>
</class>