diff options
Diffstat (limited to 'doc/classes/RenderingServer.xml')
-rw-r--r-- | doc/classes/RenderingServer.xml | 21 |
1 files changed, 15 insertions, 6 deletions
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index f1a15a08dd..b8f26f75c9 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -183,6 +183,7 @@ <argument index="2" name="to" type="Vector2" /> <argument index="3" name="color" type="Color" /> <argument index="4" name="width" type="float" default="1.0" /> + <argument index="5" name="antialiased" type="bool" default="false" /> <description> </description> </method> @@ -1251,6 +1252,13 @@ Returns the id of the test texture. Creates one if none exists. </description> </method> + <method name="get_video_adapter_api_version" qualifiers="const"> + <return type="String" /> + <description> + Returns the version of the graphics video adapter [i]currently in use[/i] (e.g. "1.2.189" for Vulkan, "3.3.0 NVIDIA 510.60.02" for OpenGL). This version may be different from the actual latest version supported by the hardware, as Godot may not always request the latest version. + [b]Note:[/b] When running a headless or server binary, this function returns an empty string. + </description> + </method> <method name="get_video_adapter_name" qualifiers="const"> <return type="String" /> <description> @@ -3932,10 +3940,10 @@ [FogVolume] will have no shape, will cover the whole world and will not be culled. </constant> <constant name="VIEWPORT_SCALING_3D_MODE_BILINEAR" value="0" enum="ViewportScaling3DMode"> - Enables bilinear scaling on 3D viewports. The amount of scaling can be set using [member Viewport.scaling_3d_scale]. Values less then [code]1.0[/code] will result in undersampling while values greater than [code]1.0[/code] will result in supersampling. A value of [code]1.0[/code] disables scaling. + Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can be set using [member Viewport.scaling_3d_scale]. Values less then [code]1.0[/code] will result in undersampling while values greater than [code]1.0[/code] will result in supersampling. A value of [code]1.0[/code] disables scaling. </constant> <constant name="VIEWPORT_SCALING_3D_MODE_FSR" value="1" enum="ViewportScaling3DMode"> - Enables FSR upscaling on 3D viewports. The amount of scaling can be set using [member Viewport.scaling_3d_scale]. Values less then [code]1.0[/code] will be result in the viewport being upscaled using FSR. Values greater than [code]1.0[/code] are not supported and bilinear supersampling will be used instead. A value of [code]1.0[/code] disables scaling. + Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D buffer. The amount of scaling can be set using [member Viewport.scaling_3d_scale]. Values less then [code]1.0[/code] will be result in the viewport being upscaled using FSR. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] disables scaling. </constant> <constant name="VIEWPORT_SCALING_3D_MODE_MAX" value="2" enum="ViewportScaling3DMode"> </constant> @@ -4158,16 +4166,17 @@ Mixes the glow with the underlying color to avoid increasing brightness as much while still maintaining a glow effect. </constant> <constant name="ENV_TONE_MAPPER_LINEAR" value="0" enum="EnvironmentToneMapper"> - Output color as they came in. + Output color as they came in. This can cause bright lighting to look blown out, with noticeable clipping in the output colors. </constant> <constant name="ENV_TONE_MAPPER_REINHARD" value="1" enum="EnvironmentToneMapper"> - Use the Reinhard tonemapper. + Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code]. This avoids clipping bright highlights, but the resulting image can look a bit dull. </constant> <constant name="ENV_TONE_MAPPER_FILMIC" value="2" enum="EnvironmentToneMapper"> - Use the filmic tonemapper. + Use the filmic tonemapper. This avoids clipping bright highlights, with a resulting image that usually looks more vivid than [constant ENV_TONE_MAPPER_REINHARD]. </constant> <constant name="ENV_TONE_MAPPER_ACES" value="3" enum="EnvironmentToneMapper"> - Use the ACES tonemapper. + Use the Academy Color Encoding System tonemapper. ACES is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. ACES typically has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC]. + [b]Note:[/b] This tonemapping operator is called "ACES Fitted" in Godot 3.x. </constant> <constant name="ENV_SSR_ROUGHNESS_QUALITY_DISABLED" value="0" enum="EnvironmentSSRRoughnessQuality"> Lowest quality of roughness filter for screen-space reflections. Rough materials will not have blurrier screen-space reflections compared to smooth (non-rough) materials. This is the fastest option. |