doc: Sync classref with current source
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@ -1025,6 +1025,10 @@
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<member name="rendering/gles2/compatibility/disable_half_float" type="bool" setter="" getter="" default="false">
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<member name="rendering/gles2/compatibility/disable_half_float" type="bool" setter="" getter="" default="false">
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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.
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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.
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</member>
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</member>
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<member name="rendering/gles2/compatibility/enable_high_float.Android" type="bool" setter="" getter="" default="false">
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If [code]true[/code] and available on the target device, enables high floating point precision for all shader computations in GLES2.
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[b]Warning:[/b] High floating point precision can be extremely slow on older devices and is often not available at all. Use with caution.
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</member>
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<member name="rendering/limits/buffers/blend_shape_max_buffer_size_kb" type="int" setter="" getter="" default="4096">
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<member name="rendering/limits/buffers/blend_shape_max_buffer_size_kb" type="int" setter="" getter="" default="4096">
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Max buffer size for blend shapes. Any blend shape bigger than this will not work.
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Max buffer size for blend shapes. Any blend shape bigger than this will not work.
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</member>
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</member>
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@ -1134,10 +1138,6 @@
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<member name="rendering/quality/shading/force_lambert_over_burley.mobile" type="bool" setter="" getter="" default="true">
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<member name="rendering/quality/shading/force_lambert_over_burley.mobile" type="bool" setter="" getter="" default="true">
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Lower-end override for [member rendering/quality/shading/force_lambert_over_burley] on mobile devices, due to performance concerns or driver support.
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Lower-end override for [member rendering/quality/shading/force_lambert_over_burley] on mobile devices, due to performance concerns or driver support.
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</member>
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</member>
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<member name="rendering/gles2/compatibility/enable_high_float.Android" type="bool" setter="" getter="" default="false">
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If [code]true[/code] and available on the target device, enables high floating point precision for all shader computations in GLES2.
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[b]Warning:[/b] High floating point precision can be extremely slow on older devices and is often not available at all. Use with caution.
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</member>
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<member name="rendering/quality/shading/force_vertex_shading" type="bool" setter="" getter="" default="false">
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<member name="rendering/quality/shading/force_vertex_shading" type="bool" setter="" getter="" default="false">
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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.
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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.
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</member>
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</member>
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@ -112,7 +112,7 @@
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</argument>
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</argument>
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<description>
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<description>
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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].
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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].
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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].
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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].
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[codeblock]
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[codeblock]
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a = atan(0.5) # a is 0.463648
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a = atan(0.5) # a is 0.463648
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[/codeblock]
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[/codeblock]
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