diff options
Diffstat (limited to 'doc/classes/SpatialMaterial.xml')
| -rw-r--r-- | doc/classes/SpatialMaterial.xml | 10 |
1 files changed, 6 insertions, 4 deletions
diff --git a/doc/classes/SpatialMaterial.xml b/doc/classes/SpatialMaterial.xml index 62a34821fe..f0df5fac4a 100644 --- a/doc/classes/SpatialMaterial.xml +++ b/doc/classes/SpatialMaterial.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="SpatialMaterial" inherits="Material" category="Core" version="3.1"> +<class name="SpatialMaterial" inherits="Material" category="Core" version="3.2"> <brief_description> Default 3D rendering material. </brief_description> @@ -9,8 +9,6 @@ <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/3d/spatial_material.html</link> </tutorials> - <demos> - </demos> <methods> </methods> <members> @@ -122,6 +120,8 @@ <member name="flags_use_point_size" type="bool" setter="set_flag" getter="get_flag"> If [code]true[/code], render point size can be changed. Note: this is only effective for objects whose geometry is point-based rather than triangle-based. See also [member params_point_size]. </member> + <member name="flags_use_shadow_to_opacity" type="bool" setter="set_flag" getter="get_flag"> + </member> <member name="flags_vertex_lighting" type="bool" setter="set_flag" getter="get_flag"> If [code]true[/code], lighting is calculated per vertex rather than per pixel. This may increase performance on low-end devices. Default value: [code]false[/code]. </member> @@ -392,7 +392,9 @@ </constant> <constant name="FLAG_ENSURE_CORRECT_NORMALS" value="16" enum="Flags"> </constant> - <constant name="FLAG_MAX" value="18" enum="Flags"> + <constant name="FLAG_USE_SHADOW_TO_OPACITY" value="18" enum="Flags"> + </constant> + <constant name="FLAG_MAX" value="19" enum="Flags"> </constant> <constant name="DIFFUSE_BURLEY" value="0" enum="DiffuseMode"> Default diffuse scattering algorithm. |