From 4abf47f407d45289c4900e3025013f452f563c86 Mon Sep 17 00:00:00 2001 From: clayjohn Date: Sun, 13 Nov 2022 12:46:52 -0800 Subject: Implement is_animated and casts_shadows This allows the renderer to correctly decide when to update shadow maps This PR also adds TIME to a few missing places --- doc/classes/BaseMaterial3D.xml | 13 +++++++------ 1 file changed, 7 insertions(+), 6 deletions(-) (limited to 'doc') diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index de980eab0c..fbb31cadcd 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -529,13 +529,13 @@ The material will use the texture's alpha values for transparency. - The material will cut off all values below a threshold, the rest will remain opaque. + The material will cut off all values below a threshold, the rest will remain opaque. The opaque portions will be rendering in the depth prepass. The material will cut off all values below a spatially-deterministic threshold, the rest will remain opaque. - The material will use the texture's alpha value for transparency, but will still be rendered in the pre-pass. + The material will use the texture's alpha value for transparency, but will still be rendered in the depth prepass. Represents the size of the [enum Transparency] enum. @@ -613,13 +613,14 @@ Enables AlphaToCoverage and forces all non-zero alpha values to [code]1[/code]. Alpha values in the material are passed to the AntiAliasing sample mask. - Default depth draw mode. Depth is drawn only for opaque objects. + Default depth draw mode. Depth is drawn only for opaque objects during the opaque prepass (if any) and during the opaque pass. - Depth draw is calculated for both opaque and transparent objects. + Objects will write to depth during the opaque and the transparent passes. Transparent objects that are close to the camera may obscure other transparent objects behind them. + [b]Note:[/b] This does not influence whether transparent objects are included in the depth prepass or not. For that, see [enum Transparency]. - No depth draw. + Objects will not write their depth to the depth buffer, even during the depth prepass (if enabled). Default cull mode. The back of the object is culled when not visible. Back face triangles will be culled when facing the camera. This results in only the front side of triangles being drawn. For closed-surface meshes this means that only the exterior of the mesh will be visible. @@ -631,7 +632,7 @@ No culling is performed. - Disables the depth test, so this object is drawn on top of all others. However, objects drawn after it in the draw order may cover it. + Disables the depth test, so this object is drawn on top of all others drawn before it. This puts the object in the transparent draw pass where it is sorted based on distance to camera. Objects drawn after it in the draw order may cover it. This also disables writing to depth. Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh. -- cgit v1.2.3