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author | Thaddeus Crews <repiteo@outlook.com> | 2024-11-10 12:13:08 -0600 |
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committer | Thaddeus Crews <repiteo@outlook.com> | 2024-11-10 12:13:08 -0600 |
commit | e7867a7c8e4cf4f90d7e29c5622728a9f48e44fd (patch) | |
tree | d0d24d61fd304d5cdc3b8d7d0a79d3d7c8087efb | |
parent | c4a52e1adea24b81f2a35d86392b663f828dd60b (diff) | |
parent | e994c49a40805ffdb4f20a83c8c96db528ab9d76 (diff) | |
download | redot-engine-e7867a7c8e4cf4f90d7e29c5622728a9f48e44fd.tar.gz |
Merge pull request #97917 from TheYellowArchitect/patch-1
Remove note about missing per-vertex-shading
-rw-r--r-- | doc/classes/BaseMaterial3D.xml | 3 |
1 files changed, 1 insertions, 2 deletions
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index fc8af02869..b4a256c54f 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -350,7 +350,6 @@ </member> <member name="shading_mode" type="int" setter="set_shading_mode" getter="get_shading_mode" enum="BaseMaterial3D.ShadingMode" default="1"> Sets whether the shading takes place, per-pixel, per-vertex or unshaded. Per-vertex lighting is faster, making it the best choice for mobile applications, however it looks considerably worse than per-pixel. Unshaded rendering is the fastest, but disables all interactions with lights. - [b]Note:[/b] Setting the shading mode vertex shading currently has no effect, as vertex shading is not implemented yet. </member> <member name="shadow_to_opacity" type="bool" setter="set_flag" getter="get_flag" default="false"> If [code]true[/code], enables the "shadow to opacity" render mode where lighting modifies the alpha so shadowed areas are opaque and non-shadowed areas are transparent. Useful for overlaying shadows onto a camera feed in AR. @@ -553,7 +552,7 @@ The object will be shaded per pixel. Useful for realistic shading effects. </constant> <constant name="SHADING_MODE_PER_VERTEX" value="2" enum="ShadingMode"> - The object will be shaded per vertex. Useful when you want cheaper shaders and do not care about visual quality. Not implemented yet (this mode will act like [constant SHADING_MODE_PER_PIXEL]). + The object will be shaded per vertex. Useful when you want cheaper shaders and do not care about visual quality. </constant> <constant name="SHADING_MODE_MAX" value="3" enum="ShadingMode"> Represents the size of the [enum ShadingMode] enum. |