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-rw-r--r--doc/classes/SpriteBase3D.xml44
1 files changed, 22 insertions, 22 deletions
diff --git a/doc/classes/SpriteBase3D.xml b/doc/classes/SpriteBase3D.xml
index 237a8c9d12..9c5ed213a8 100644
--- a/doc/classes/SpriteBase3D.xml
+++ b/doc/classes/SpriteBase3D.xml
@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="SpriteBase3D" inherits="GeometryInstance" category="Core" version="3.2">
<brief_description>
- 2D Sprite node in 3D environment.
+ 2D sprite node in 3D environment.
</brief_description>
<description>
A node that displays 2D texture information in a 3D environment.
@@ -23,48 +23,48 @@
</method>
</methods>
<members>
- <member name="alpha_cut" type="int" setter="set_alpha_cut_mode" getter="get_alpha_cut_mode" enum="SpriteBase3D.AlphaCutMode">
+ <member name="alpha_cut" type="int" setter="set_alpha_cut_mode" getter="get_alpha_cut_mode" enum="SpriteBase3D.AlphaCutMode" default="0">
</member>
- <member name="axis" type="int" setter="set_axis" getter="get_axis" enum="Vector3.Axis">
+ <member name="axis" type="int" setter="set_axis" getter="get_axis" enum="Vector3.Axis" default="2">
The direction in which the front of the texture faces.
</member>
- <member name="centered" type="bool" setter="set_centered" getter="is_centered">
- If [code]true[/code], texture will be centered. Default value: [code]true[/code].
+ <member name="centered" type="bool" setter="set_centered" getter="is_centered" default="true">
+ If [code]true[/code], texture will be centered.
</member>
- <member name="double_sided" type="bool" setter="set_draw_flag" getter="get_draw_flag">
- If [code]true[/code], texture can be seen from the back as well, if [code]false[/code], it is invisible when looking at it from behind. Default value: [code]true[/code].
+ <member name="double_sided" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="true">
+ If [code]true[/code], texture can be seen from the back as well, if [code]false[/code], it is invisible when looking at it from behind.
</member>
- <member name="flip_h" type="bool" setter="set_flip_h" getter="is_flipped_h">
- If [code]true[/code], texture is flipped horizontally. Default value: [code]false[/code].
+ <member name="flip_h" type="bool" setter="set_flip_h" getter="is_flipped_h" default="false">
+ If [code]true[/code], texture is flipped horizontally.
</member>
- <member name="flip_v" type="bool" setter="set_flip_v" getter="is_flipped_v">
- If [code]true[/code], texture is flipped vertically. Default value: [code]false[/code].
+ <member name="flip_v" type="bool" setter="set_flip_v" getter="is_flipped_v" default="false">
+ If [code]true[/code], texture is flipped vertically.
</member>
- <member name="modulate" type="Color" setter="set_modulate" getter="get_modulate">
+ <member name="modulate" type="Color" setter="set_modulate" getter="get_modulate" default="Color( 1, 1, 1, 1 )">
A color value that gets multiplied on, could be used for mood-coloring or to simulate the color of light.
</member>
- <member name="offset" type="Vector2" setter="set_offset" getter="get_offset">
+ <member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2( 0, 0 )">
The texture's drawing offset.
</member>
- <member name="opacity" type="float" setter="set_opacity" getter="get_opacity">
+ <member name="opacity" type="float" setter="set_opacity" getter="get_opacity" default="1.0">
The objects visibility on a scale from [code]0[/code] fully invisible to [code]1[/code] fully visible.
</member>
- <member name="pixel_size" type="float" setter="set_pixel_size" getter="get_pixel_size">
- The size of one pixel's width on the Sprite to scale it in 3D.
+ <member name="pixel_size" type="float" setter="set_pixel_size" getter="get_pixel_size" default="0.01">
+ The size of one pixel's width on the sprite to scale it in 3D.
</member>
- <member name="shaded" type="bool" setter="set_draw_flag" getter="get_draw_flag">
- If [code]true[/code], the [Light] in the [Environment] has effects on the Sprite. Default value: [code]false[/code].
+ <member name="shaded" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="false">
+ If [code]true[/code], the [Light] in the [Environment] has effects on the sprite.
</member>
- <member name="transparent" type="bool" setter="set_draw_flag" getter="get_draw_flag">
- If [code]true[/code], the texture's transparency and the opacity are used to make those parts of the Sprite invisible. Default value: [code]true[/code].
+ <member name="transparent" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="true">
+ If [code]true[/code], the texture's transparency and the opacity are used to make those parts of the sprite invisible.
</member>
</members>
<constants>
<constant name="FLAG_TRANSPARENT" value="0" enum="DrawFlags">
- If set, the texture's transparency and the opacity are used to make those parts of the Sprite invisible.
+ If set, the texture's transparency and the opacity are used to make those parts of the sprite invisible.
</constant>
<constant name="FLAG_SHADED" value="1" enum="DrawFlags">
- If set, the Light in the Environment has effects on the Sprite.
+ If set, lights in the environment affect the sprite.
</constant>
<constant name="FLAG_DOUBLE_SIDED" value="2" enum="DrawFlags">
If set, texture can be seen from the back as well, if not, it is invisible when looking at it from behind.