Merge pull request #42927 from lawnjelly/octree_default
Change render octree balance default
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commit
2e073ecbea
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@ -1205,7 +1205,7 @@
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See also [member rendering/quality/skinning/force_software_skinning].
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See also [member rendering/quality/skinning/force_software_skinning].
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[b]Note:[/b] When the software skinning fallback is triggered, custom vertex shaders will behave in a different way, because the bone transform will be already applied to the modelview matrix.
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[b]Note:[/b] When the software skinning fallback is triggered, custom vertex shaders will behave in a different way, because the bone transform will be already applied to the modelview matrix.
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</member>
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</member>
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<member name="rendering/quality/spatial_partitioning/render_tree_balance" type="float" setter="" getter="" default="0.17">
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<member name="rendering/quality/spatial_partitioning/render_tree_balance" type="float" setter="" getter="" default="0.0">
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The rendering octree balance can be changed to favor smaller ([code]0[/code]), or larger ([code]1[/code]) branches.
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The rendering octree balance can be changed to favor smaller ([code]0[/code]), or larger ([code]1[/code]) branches.
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Larger branches can increase performance significantly in some projects.
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Larger branches can increase performance significantly in some projects.
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</member>
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</member>
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@ -2442,7 +2442,7 @@ VisualServer::VisualServer() {
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GLOBAL_DEF("rendering/quality/skinning/force_software_skinning", false);
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GLOBAL_DEF("rendering/quality/skinning/force_software_skinning", false);
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const char *sz_balance_render_tree = "rendering/quality/spatial_partitioning/render_tree_balance";
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const char *sz_balance_render_tree = "rendering/quality/spatial_partitioning/render_tree_balance";
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GLOBAL_DEF(sz_balance_render_tree, 0.17f);
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GLOBAL_DEF(sz_balance_render_tree, 0.0f);
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ProjectSettings::get_singleton()->set_custom_property_info(sz_balance_render_tree, PropertyInfo(Variant::REAL, sz_balance_render_tree, PROPERTY_HINT_RANGE, "0.0,1.0,0.01"));
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ProjectSettings::get_singleton()->set_custom_property_info(sz_balance_render_tree, PropertyInfo(Variant::REAL, sz_balance_render_tree, PROPERTY_HINT_RANGE, "0.0,1.0,0.01"));
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GLOBAL_DEF("rendering/quality/2d/use_software_skinning", true);
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GLOBAL_DEF("rendering/quality/2d/use_software_skinning", true);
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