Added 'disable_half_float' project setting to the class reference.

Just forgot to do this in the original PR.
This commit is contained in:
lawnjelly 2020-05-05 09:31:10 +01:00
parent d20485039c
commit 53f6dafdde
1 changed files with 3 additions and 0 deletions

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@ -998,6 +998,9 @@
<member name="rendering/gles2/debug/diagnose_frame" type="bool" setter="" getter="" default="false"> <member name="rendering/gles2/debug/diagnose_frame" type="bool" setter="" getter="" default="false">
When batching is on, this regularly prints a frame diagnosis log. Note that this will degrade performance. When batching is on, this regularly prints a frame diagnosis log. Note that this will degrade performance.
</member> </member>
<member name="rendering/gles2/debug/disable_half_float" type="bool" setter="" getter="" default="false">
The use of half-float vertex compression may be producing rendering errors on some platforms (especially iOS). These have been seen particularly in particles. Disabling half-float may resolve these problems.
</member>
<member name="rendering/gles2/debug/flash_batching" type="bool" setter="" getter="" default="false"> <member name="rendering/gles2/debug/flash_batching" type="bool" setter="" getter="" default="false">
[b]Experimental[/b] For regression testing against the old renderer. If this is switched on, and [code]use_batching[/code] is set, the renderer will swap alternately between using the old renderer, and the batched renderer, on each frame. This makes it easy to identify visual differences. Performance will be degraded. [b]Experimental[/b] For regression testing against the old renderer. If this is switched on, and [code]use_batching[/code] is set, the renderer will swap alternately between using the old renderer, and the batched renderer, on each frame. This makes it easy to identify visual differences. Performance will be degraded.
</member> </member>