godot/doc/classes/RDPipelineMultisampleState.xml
Juan Linietsky ae09b55a19 Exposed RenderingDevice to script API
Also added an easier way to load native GLSL shaders.

Extras:

Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload.

Note:

The precommit hooks are broken because they don't seem to support enums from one class being used in another.
Feel free to fix this after merging this PR.
2020-04-20 21:21:58 -03:00

46 lines
1.5 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="RDPipelineMultisampleState" inherits="Reference" version="4.0">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
<method name="add_sample_mask">
<return type="void">
</return>
<argument index="0" name="mask" type="int">
</argument>
<description>
</description>
</method>
<method name="clear_sample_masks">
<return type="void">
</return>
<description>
</description>
</method>
<method name="get_sample_masks" qualifiers="const">
<return type="PackedInt64Array">
</return>
<description>
</description>
</method>
</methods>
<members>
<member name="enable_alpha_to_coverage" type="bool" setter="set_enable_alpha_to_coverage" getter="get_enable_alpha_to_coverage" default="false">
</member>
<member name="enable_alpha_to_one" type="bool" setter="set_enable_alpha_to_one" getter="get_enable_alpha_to_one" default="false">
</member>
<member name="enable_sample_shading" type="bool" setter="set_enable_sample_shading" getter="get_enable_sample_shading" default="false">
</member>
<member name="min_sample_shading" type="float" setter="set_min_sample_shading" getter="get_min_sample_shading" default="0.0">
</member>
<member name="sample_count" type="int" setter="set_sample_count" getter="get_sample_count" enum="RenderingDevice.TextureSamples" default="0">
</member>
</members>
<constants>
</constants>
</class>