Improve documentation pertaining to shadow atlas sizes
This partially addresses #27650.
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If [code]true[/code], performs a previous depth pass before rendering materials. This increases performance in scenes with high overdraw, when complex materials and lighting are used.
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</member>
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<member name="rendering/quality/directional_shadow/size" type="int" setter="" getter="" default="4096">
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The directional shadow's size in pixels. Higher values will result in sharper shadows, at the cost of performance.
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The directional shadow's size in pixels. Higher values will result in sharper shadows, at the cost of performance. The value will be rounded up to the nearest power of 2.
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</member>
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<member name="rendering/quality/directional_shadow/size.mobile" type="int" setter="" getter="" default="2048">
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</member>
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The subdivision amount of fourth quadrant on shadow atlas.
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</member>
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<member name="shadow_atlas_size" type="int" setter="set_shadow_atlas_size" getter="get_shadow_atlas_size" default="0">
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The resolution of shadow atlas. Both width and height is equal to one value.
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The shadow atlas' resolution (used for omni and spot lights). The value will be rounded up to the nearest power of 2.
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[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-created viewports default to a value of 0, this value must be set above 0 manually.
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</member>
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<member name="size" type="Vector2" setter="set_size" getter="get_size" default="Vector2( 0, 0 )">
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The width and height of viewport.
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<argument index="1" name="size" type="int">
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</argument>
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<description>
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Sets the size of the shadow atlas's images.
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Sets the size of the shadow atlas's images (used for omni and spot lights). The value will be rounded up to the nearest power of 2.
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</description>
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</method>
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<method name="viewport_set_size">
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