From 6d2f8dd827a1b61dc8a9734af9420d4b3d2717b9 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Thu, 30 Jul 2020 16:26:45 +0200 Subject: [PATCH] doc: Sync classref with current source --- doc/classes/ProjectSettings.xml | 8 ++++---- modules/gdscript/doc_classes/@GDScript.xml | 2 +- 2 files changed, 5 insertions(+), 5 deletions(-) diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 8ba77f36acf..e996bb86560 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1025,6 +1025,10 @@ 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. + + If [code]true[/code] and available on the target device, enables high floating point precision for all shader computations in GLES2. + [b]Warning:[/b] High floating point precision can be extremely slow on older devices and is often not available at all. Use with caution. + Max buffer size for blend shapes. Any blend shape bigger than this will not work. @@ -1134,10 +1138,6 @@ Lower-end override for [member rendering/quality/shading/force_lambert_over_burley] on mobile devices, due to performance concerns or driver support. - - If [code]true[/code] and available on the target device, enables high floating point precision for all shader computations in GLES2. - [b]Warning:[/b] High floating point precision can be extremely slow on older devices and is often not available at all. Use with caution. - If [code]true[/code], forces vertex shading for all rendering. This can increase performance a lot, but also reduces quality immensely. Can be used to optimize performance on low-end mobile devices. diff --git a/modules/gdscript/doc_classes/@GDScript.xml b/modules/gdscript/doc_classes/@GDScript.xml index e1fa7536302..40c609f65f4 100644 --- a/modules/gdscript/doc_classes/@GDScript.xml +++ b/modules/gdscript/doc_classes/@GDScript.xml @@ -112,7 +112,7 @@ Returns the arc tangent of [code]s[/code] in radians. Use it to get the angle from an angle's tangent in trigonometry: [code]atan(tan(angle)) == angle[/code]. - The method cannot know in which quadrant the angle should fall. See [method atan2] if you have both [code]y[code] and [code]x[/code]. + The method cannot know in which quadrant the angle should fall. See [method atan2] if you have both [code]y[/code] and [code]x[/code]. [codeblock] a = atan(0.5) # a is 0.463648 [/codeblock]