diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/DisplayServer.xml | 10 | ||||
-rw-r--r-- | doc/classes/GeometryInstance3D.xml | 4 | ||||
-rw-r--r-- | doc/classes/RenderingServer.xml | 3 |
3 files changed, 14 insertions, 3 deletions
diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml index 281c218d0d..d28fd5d817 100644 --- a/doc/classes/DisplayServer.xml +++ b/doc/classes/DisplayServer.xml @@ -403,8 +403,14 @@ <return type="float" /> <argument index="0" name="screen" type="int" default="-1" /> <description> - Returns the current refresh rate of the specified screen. If [code]screen[/code] is [code]SCREEN_OF_MAIN_WINDOW[/code] (the default value), a screen with the main window will be used. - [b]Note:[/b] Returns [code]60.0[/code] if the DisplayServer fails to find the refresh rate for the specified screen. On HTML5, [method screen_get_refresh_rate] will always return [code]60.0[/code] as there is no way to retrieve the refresh rate on that platform. + Returns the current refresh rate of the specified screen. If [code]screen[/code] is [constant SCREEN_OF_MAIN_WINDOW] (the default value), a screen with the main window will be used. + [b]Note:[/b] Returns [code]-1.0[/code] if the DisplayServer fails to find the refresh rate for the specified screen. On HTML5, [method screen_get_refresh_rate] will always return [code]-1.0[/code] as there is no way to retrieve the refresh rate on that platform. + To fallback to a default refresh rate if the method fails, try: + [codeblock] + var refresh_rate = DisplayServer.screen_get_refresh_rate() + if refresh_rate < 0: + refresh_rate = 60.0 + [/codeblock] </description> </method> <method name="screen_get_scale" qualifiers="const"> diff --git a/doc/classes/GeometryInstance3D.xml b/doc/classes/GeometryInstance3D.xml index c03a2b8b7c..1029533e94 100644 --- a/doc/classes/GeometryInstance3D.xml +++ b/doc/classes/GeometryInstance3D.xml @@ -57,7 +57,9 @@ If a material is assigned to this property, it will be used instead of any material set in any material slot of the mesh. </member> <member name="transparency" type="float" setter="set_transparency" getter="get_transparency" default="0.0"> - Transparency applied to the whole geometry. In spatial shaders, transparency is set as the default value of the [code]ALPHA[/code] built-in. + The transparency applied to the whole geometry (as a multiplier of the materials' existing transparency). [code]0.0[/code] is fully opaque, while [code]1.0[/code] is fully transparent. Values greater than [code]0.0[/code] (exclusive) will force the geometry's materials to go through the transparent pipeline, which is slower to render and can exhibit rendering issues due to incorrect transparency sorting. However, unlike using a transparent material, setting [member transparency] to a value greater than [code]0.0[/code] (exclusive) will [i]not[/i] disable shadow rendering. + In spatial shaders, [code]1.0 - transparency[/code] is set as the default value of the [code]ALPHA[/code] built-in. + [b]Note:[/b] [member transparency] is clamped between [code]0.0[/code] and [code]1.0[/code], so this property cannot be used to make transparent materials more opaque than they originally are. </member> <member name="visibility_range_begin" type="float" setter="set_visibility_range_begin" getter="get_visibility_range_begin" default="0.0"> Starting distance from which the GeometryInstance3D will be visible, taking [member visibility_range_begin_margin] into account as well. The default value of 0 is used to disable the range check. diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index 82436b10a5..8ef10d1be4 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -1455,6 +1455,9 @@ <argument index="1" name="transparency" type="float" /> <description> Sets the transparency for the given geometry instance. Equivalent to [member GeometryInstance3D.transparency]. + A transparency of [code]0.0[/code] is fully opaque, while [code]1.0[/code] is fully transparent. Values greater than [code]0.0[/code] (exclusive) will force the geometry's materials to go through the transparent pipeline, which is slower to render and can exhibit rendering issues due to incorrect transparency sorting. However, unlike using a transparent material, setting [code]transparency[/code] to a value greater than [code]0.0[/code] (exclusive) will [i]not[/i] disable shadow rendering. + In spatial shaders, [code]1.0 - transparency[/code] is set as the default value of the [code]ALPHA[/code] built-in. + [b]Note:[/b] [code]transparency[/code] is clamped between [code]0.0[/code] and [code]1.0[/code], so this property cannot be used to make transparent materials more opaque than they originally are. </description> </method> <method name="instance_geometry_set_visibility_range"> |