doc: Add description for rendering/quality/2d/use_transform_snap
Co-authored-by: lawnjelly <lawnjelly@gmail.com>
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Consider using the project setting [member rendering/batching/precision/uv_contract] to prevent artifacts.
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</member>
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<member name="rendering/quality/2d/use_software_skinning" type="bool" setter="" getter="" default="true">
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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.
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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.
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Currently only available when [member rendering/batching/options/use_batching] is active.
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</member>
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<member name="rendering/quality/2d/use_transform_snap" type="bool" setter="" getter="" default="false">
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If [code]true[/code], forces snapping of 2D object transforms to the nearest whole coordinate.
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Can help prevent unwanted relative movement in pixel art styles.
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</member>
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<member name="rendering/quality/depth/hdr" type="bool" setter="" getter="" default="true">
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If [code]true[/code], allocates the main framebuffer with high dynamic range. High dynamic range allows the use of [Color] values greater than 1.
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[b]Note:[/b] Only available on the GLES3 backend.
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