doc: Add description for rendering/quality/2d/use_transform_snap

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
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Rémi Verschelde 2020-11-17 12:23:41 +01:00
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Consider using the project setting [member rendering/batching/precision/uv_contract] to prevent artifacts.
</member>
<member name="rendering/quality/2d/use_software_skinning" type="bool" setter="" getter="" default="true">
If [code]true[/code], performs 2d skinning on the CPU rather than the GPU. This provides greater compatibility with a wide range of hardware, and also may be faster in some circumstances.
If [code]true[/code], performs 2D skinning on the CPU rather than the GPU. This provides greater compatibility with a wide range of hardware, and also may be faster in some circumstances.
Currently only available when [member rendering/batching/options/use_batching] is active.
</member>
<member name="rendering/quality/2d/use_transform_snap" type="bool" setter="" getter="" default="false">
If [code]true[/code], forces snapping of 2D object transforms to the nearest whole coordinate.
Can help prevent unwanted relative movement in pixel art styles.
</member>
<member name="rendering/quality/depth/hdr" type="bool" setter="" getter="" default="true">
If [code]true[/code], allocates the main framebuffer with high dynamic range. High dynamic range allows the use of [Color] values greater than 1.
[b]Note:[/b] Only available on the GLES3 backend.