diff options
Diffstat (limited to 'doc/classes/Viewport.xml')
-rw-r--r-- | doc/classes/Viewport.xml | 31 |
1 files changed, 17 insertions, 14 deletions
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index 4708654f9f..4a11fbb489 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -215,10 +215,10 @@ </member> <member name="handle_input_locally" type="bool" setter="set_handle_input_locally" getter="is_handling_input_locally" default="true"> </member> - <member name="lod_threshold" type="float" setter="set_lod_threshold" getter="get_lod_threshold" default="1.0"> - The automatic LOD bias to use for meshes rendered within the [Viewport] (this is analogous to [member ReflectionProbe.lod_threshold]). Higher values will use less detailed versions of meshes that have LOD variations generated. If set to [code]0.0[/code], automatic LOD is disabled. Increase [member lod_threshold] to improve performance at the cost of geometry detail. + <member name="mesh_lod_threshold" type="float" setter="set_mesh_lod_threshold" getter="get_mesh_lod_threshold" default="1.0"> + The automatic LOD bias to use for meshes rendered within the [Viewport] (this is analogous to [member ReflectionProbe.mesh_lod_threshold]). Higher values will use less detailed versions of meshes that have LOD variations generated. If set to [code]0.0[/code], automatic LOD is disabled. Increase [member mesh_lod_threshold] to improve performance at the cost of geometry detail. To control this property on the root viewport, set the [member ProjectSettings.rendering/mesh_lod/lod_change/threshold_pixels] project setting. - [b]Note:[/b] [member lod_threshold] does not affect [GeometryInstance3D] visibility ranges (also known as "manual" LOD or hierarchical LOD). + [b]Note:[/b] [member mesh_lod_threshold] does not affect [GeometryInstance3D] visibility ranges (also known as "manual" LOD or hierarchical LOD). </member> <member name="msaa" type="int" setter="set_msaa" getter="get_msaa" enum="Viewport.MSAA" default="0"> The multisample anti-aliasing mode. A higher number results in smoother edges at the cost of significantly worse performance. A value of 2 or 4 is best unless targeting very high-end systems. See also bilinear scaling 3d [member scaling_3d_mode] for supersampling, which provides higher quality but is much more expensive. @@ -409,29 +409,32 @@ <constant name="DEBUG_DRAW_SSAO" value="12" enum="DebugDraw"> Draws the screen-space ambient occlusion texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssao_enabled] set in your [WorldEnvironment]. </constant> - <constant name="DEBUG_DRAW_PSSM_SPLITS" value="13" enum="DebugDraw"> + <constant name="DEBUG_DRAW_SSIL" value="13" enum="DebugDraw"> + Draws the screen-space indirect lighting texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssil_enabled] set in your [WorldEnvironment]. + </constant> + <constant name="DEBUG_DRAW_PSSM_SPLITS" value="14" enum="DebugDraw"> Colors each PSSM split for the [DirectionalLight3D]s in the scene a different color so you can see where the splits are. In order, they will be colored red, green, blue, and yellow. </constant> - <constant name="DEBUG_DRAW_DECAL_ATLAS" value="14" enum="DebugDraw"> + <constant name="DEBUG_DRAW_DECAL_ATLAS" value="15" enum="DebugDraw"> Draws the decal atlas used by [Decal]s and light projector textures in the upper left quadrant of the [Viewport]. </constant> - <constant name="DEBUG_DRAW_SDFGI" value="15" enum="DebugDraw"> + <constant name="DEBUG_DRAW_SDFGI" value="16" enum="DebugDraw"> </constant> - <constant name="DEBUG_DRAW_SDFGI_PROBES" value="16" enum="DebugDraw"> + <constant name="DEBUG_DRAW_SDFGI_PROBES" value="17" enum="DebugDraw"> </constant> - <constant name="DEBUG_DRAW_GI_BUFFER" value="17" enum="DebugDraw"> + <constant name="DEBUG_DRAW_GI_BUFFER" value="18" enum="DebugDraw"> </constant> - <constant name="DEBUG_DRAW_DISABLE_LOD" value="18" enum="DebugDraw"> + <constant name="DEBUG_DRAW_DISABLE_LOD" value="19" enum="DebugDraw"> </constant> - <constant name="DEBUG_DRAW_CLUSTER_OMNI_LIGHTS" value="19" enum="DebugDraw"> + <constant name="DEBUG_DRAW_CLUSTER_OMNI_LIGHTS" value="20" enum="DebugDraw"> </constant> - <constant name="DEBUG_DRAW_CLUSTER_SPOT_LIGHTS" value="20" enum="DebugDraw"> + <constant name="DEBUG_DRAW_CLUSTER_SPOT_LIGHTS" value="21" enum="DebugDraw"> </constant> - <constant name="DEBUG_DRAW_CLUSTER_DECALS" value="21" enum="DebugDraw"> + <constant name="DEBUG_DRAW_CLUSTER_DECALS" value="22" enum="DebugDraw"> </constant> - <constant name="DEBUG_DRAW_CLUSTER_REFLECTION_PROBES" value="22" enum="DebugDraw"> + <constant name="DEBUG_DRAW_CLUSTER_REFLECTION_PROBES" value="23" enum="DebugDraw"> </constant> - <constant name="DEBUG_DRAW_OCCLUDERS" value="23" enum="DebugDraw"> + <constant name="DEBUG_DRAW_OCCLUDERS" value="24" enum="DebugDraw"> </constant> <constant name="DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST" value="0" enum="DefaultCanvasItemTextureFilter"> The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized. |