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-rw-r--r--doc/classes/VoxelGI.xml3
1 files changed, 2 insertions, 1 deletions
diff --git a/doc/classes/VoxelGI.xml b/doc/classes/VoxelGI.xml
index ac6f026a37..55ba1c4934 100644
--- a/doc/classes/VoxelGI.xml
+++ b/doc/classes/VoxelGI.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="VoxelGI" inherits="VisualInstance3D" version="4.0">
+<class name="VoxelGI" inherits="VisualInstance3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Real-time global illumination (GI) probe.
</brief_description>
@@ -21,6 +21,7 @@
<description>
Bakes the effect from all [GeometryInstance3D]s marked with [constant GeometryInstance3D.GI_MODE_STATIC] and [Light3D]s marked with either [constant Light3D.BAKE_STATIC] or [constant Light3D.BAKE_DYNAMIC]. If [code]create_visual_debug[/code] is [code]true[/code], after baking the light, this will generate a [MultiMesh] that has a cube representing each solid cell with each cube colored to the cell's albedo color. This can be used to visualize the [VoxelGI]'s data and debug any issues that may be occurring.
[b]Note:[/b] [method bake] works from the editor and in exported projects. This makes it suitable for procedurally generated or user-built levels. Baking a [VoxelGI] node generally takes from 5 to 20 seconds in most scenes. Reducing [member subdiv] can speed up baking.
+ [b]Note:[/b] [GeometryInstance3D]s and [Light3D]s must be fully ready before [method bake] is called. If you are procedurally creating those and some meshes or lights are missing from your baked [VoxelGI], use [code]call_deferred("bake")[/code] instead of calling [method bake] directly.
</description>
</method>
<method name="debug_bake">