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-rw-r--r--doc/classes/RDPipelineDepthStencilState.xml3
1 files changed, 3 insertions, 0 deletions
diff --git a/doc/classes/RDPipelineDepthStencilState.xml b/doc/classes/RDPipelineDepthStencilState.xml
index 1f2a40b83c..ce6d9af221 100644
--- a/doc/classes/RDPipelineDepthStencilState.xml
+++ b/doc/classes/RDPipelineDepthStencilState.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="RDPipelineDepthStencilState" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Pipeline depth/stencil state (used by [RenderingDevice]).
</brief_description>
<description>
+ [RDPipelineDepthStencilState] controls the way depth and stencil comparisons are performed when sampling those values using [RenderingDevice].
</description>
<tutorials>
</tutorials>
@@ -30,6 +32,7 @@
<member name="enable_depth_range" type="bool" setter="set_enable_depth_range" getter="get_enable_depth_range" default="false">
</member>
<member name="enable_depth_test" type="bool" setter="set_enable_depth_test" getter="get_enable_depth_test" default="false">
+ If [code]true[/code], enables depth testing which allows objects to be automatically occluded by other objects based on their depth. This also allows objects to be partially occluded by other objects. If [code]false[/code], objects will appear in the order they were drawn (like in Godot's 2D renderer).
</member>
<member name="enable_depth_write" type="bool" setter="set_enable_depth_write" getter="get_enable_depth_write" default="false">
</member>