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authorThaddeus Crews <repiteo@outlook.com>2024-11-10 12:13:08 -0600
committerThaddeus Crews <repiteo@outlook.com>2024-11-10 12:13:08 -0600
commite7867a7c8e4cf4f90d7e29c5622728a9f48e44fd (patch)
treed0d24d61fd304d5cdc3b8d7d0a79d3d7c8087efb
parentc4a52e1adea24b81f2a35d86392b663f828dd60b (diff)
parente994c49a40805ffdb4f20a83c8c96db528ab9d76 (diff)
downloadredot-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.xml3
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.