diff options
Diffstat (limited to 'doc/classes/SpriteBase3D.xml')
-rw-r--r-- | doc/classes/SpriteBase3D.xml | 44 |
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. |