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-rw-r--r--doc/classes/DirectionalLight3D.xml9
-rw-r--r--doc/classes/RenderingServer.xml17
2 files changed, 0 insertions, 26 deletions
diff --git a/doc/classes/DirectionalLight3D.xml b/doc/classes/DirectionalLight3D.xml
index 233b1f0c16..4f51adb8fc 100644
--- a/doc/classes/DirectionalLight3D.xml
+++ b/doc/classes/DirectionalLight3D.xml
@@ -15,9 +15,6 @@
<member name="directional_shadow_blend_splits" type="bool" setter="set_blend_splits" getter="is_blend_splits_enabled" default="false">
If [code]true[/code], shadow detail is sacrificed in exchange for smoother transitions between splits.
</member>
- <member name="directional_shadow_depth_range" type="int" setter="set_shadow_depth_range" getter="get_shadow_depth_range" enum="DirectionalLight3D.ShadowDepthRange" default="0">
- Optimizes shadow rendering for detail versus movement. See [enum ShadowDepthRange].
- </member>
<member name="directional_shadow_fade_start" type="float" setter="set_param" getter="get_param" default="0.8">
Proportion of [member directional_shadow_max_distance] at which point the shadow starts to fade. At [member directional_shadow_max_distance] the shadow will disappear.
</member>
@@ -55,11 +52,5 @@
<constant name="SHADOW_PARALLEL_4_SPLITS" value="2" enum="ShadowMode">
Splits the view frustum in 4 areas, each with its own shadow map. This is the slowest directional shadow mode.
</constant>
- <constant name="SHADOW_DEPTH_RANGE_STABLE" value="0" enum="ShadowDepthRange">
- Keeps the shadow stable when the camera moves, at the cost of lower effective shadow resolution.
- </constant>
- <constant name="SHADOW_DEPTH_RANGE_OPTIMIZED" value="1" enum="ShadowDepthRange">
- Tries to achieve maximum shadow resolution. May result in saw effect on shadow edges. This mode typically works best in games where the camera will often move at high speeds, such as most racing games.
- </constant>
</constants>
</class>
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 8b6763463c..8b24893513 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -2121,17 +2121,6 @@
If [code]true[/code], this directional light will blend between shadow map splits resulting in a smoother transition between them. Equivalent to [member DirectionalLight3D.directional_shadow_blend_splits].
</description>
</method>
- <method name="light_directional_set_shadow_depth_range_mode">
- <return type="void">
- </return>
- <argument index="0" name="light" type="RID">
- </argument>
- <argument index="1" name="range_mode" type="int" enum="RenderingServer.LightDirectionalShadowDepthRangeMode">
- </argument>
- <description>
- Sets the shadow depth range mode for this directional light. Equivalent to [member DirectionalLight3D.directional_shadow_depth_range]. See [enum LightDirectionalShadowDepthRangeMode] for options.
- </description>
- </method>
<method name="light_directional_set_shadow_mode">
<return type="void">
</return>
@@ -4963,12 +4952,6 @@
<constant name="LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS" value="2" enum="LightDirectionalShadowMode">
Use 4 splits for shadow projection when using directional light.
</constant>
- <constant name="LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE" value="0" enum="LightDirectionalShadowDepthRangeMode">
- Keeps shadows stable as camera moves but has lower effective resolution.
- </constant>
- <constant name="LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED" value="1" enum="LightDirectionalShadowDepthRangeMode">
- Optimize use of shadow maps, increasing the effective resolution. But may result in shadows moving or flickering slightly.
- </constant>
<constant name="SHADOW_QUALITY_HARD" value="0" enum="ShadowQuality">
</constant>
<constant name="SHADOW_QUALITY_SOFT_LOW" value="1" enum="ShadowQuality">