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-rw-r--r--doc/classes/Viewport.xml8
1 files changed, 7 insertions, 1 deletions
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index 148c6d7064..4727bc389e 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -227,7 +227,7 @@
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.
</member>
<member name="own_world_3d" type="bool" setter="set_use_own_world_3d" getter="is_using_own_world_3d" default="false">
- If [code]true[/code], the viewport will use the [World3D] defined in [member world_3d].
+ If [code]true[/code], the viewport will use a unique copy of the [World3D] defined in [member world_3d].
</member>
<member name="physics_object_picking" type="bool" setter="set_physics_object_picking" getter="get_physics_object_picking" default="false">
If [code]true[/code], the objects rendered by viewport become subjects of mouse picking process.
@@ -279,6 +279,10 @@
If [code]true[/code], [OccluderInstance3D] nodes will be usable for occlusion culling in 3D for this viewport. For the root viewport, [member ProjectSettings.rendering/occlusion_culling/use_occlusion_culling] must be set to [code]true[/code] instead.
[b]Note:[/b] Enabling occlusion culling has a cost on the CPU. Only enable occlusion culling if you actually plan to use it, and think whether your scene can actually benefit from occlusion culling. Large, open scenes with few or no objects blocking the view will generally not benefit much from occlusion culling. Large open scenes generally benefit more from mesh LOD and visibility ranges ([member GeometryInstance3D.visibility_range_begin] and [member GeometryInstance3D.visibility_range_end]) compared to occlusion culling.
</member>
+ <member name="use_taa" type="bool" setter="set_use_taa" getter="is_using_taa" default="false">
+ Enables Temporal Anti-Aliasing for this viewport. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion.
+ [b]Note:[/b] The implementation is not complete yet, some visual instances such as particles and skinned meshes may show artifacts.
+ </member>
<member name="use_xr" type="bool" setter="set_use_xr" getter="is_using_xr" default="false">
If [code]true[/code], the viewport will use the primary XR interface to render XR output. When applicable this can result in a stereoscopic image and the resulting render being output to a headset.
</member>
@@ -441,6 +445,8 @@
</constant>
<constant name="DEBUG_DRAW_OCCLUDERS" value="24" enum="DebugDraw">
</constant>
+ <constant name="DEBUG_DRAW_MOTION_VECTORS" value="25" 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.
</constant>