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author | Tomasz Chabora <kobewi4e@gmail.com> | 2020-03-03 19:21:21 +0100 |
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committer | Tomasz Chabora <kobewi4e@gmail.com> | 2020-03-13 16:35:03 +0100 |
commit | e103f21a40ef157cd263b60cf0d9c5750156ec98 (patch) | |
tree | 10f6a918c5182c0556d4f6963c5ed08ad31e6302 /doc/classes/BaseMaterial3D.xml | |
parent | 951ecc4f79a760160bdc7adc3b0b40e9e4c6b82d (diff) | |
download | redot-engine-e103f21a40ef157cd263b60cf0d9c5750156ec98.tar.gz |
Add LOTS of missing docs
Diffstat (limited to 'doc/classes/BaseMaterial3D.xml')
-rw-r--r-- | doc/classes/BaseMaterial3D.xml | 11 |
1 files changed, 11 insertions, 0 deletions
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index 2e4ca9677d..8221398aa0 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -67,6 +67,7 @@ <argument index="1" name="texture" type="Texture2D"> </argument> <description> + Sets the texture for the slot specified by [code]param[/code]. See [enum TextureParam] for available slots. </description> </method> </methods> @@ -425,8 +426,10 @@ Represents the size of the [enum TextureParam] enum. </constant> <constant name="TEXTURE_FILTER_NEAREST" value="0" enum="TextureFilter"> + The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized. </constant> <constant name="TEXTURE_FILTER_LINEAR" value="1" enum="TextureFilter"> + The texture filter blends between the nearest four pixels. Use this for most cases where you want to avoid a pixelated style. </constant> <constant name="TEXTURE_FILTER_NEAREST_WITH_MIPMAPS" value="2" enum="TextureFilter"> </constant> @@ -437,6 +440,7 @@ <constant name="TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC" value="5" enum="TextureFilter"> </constant> <constant name="TEXTURE_FILTER_MAX" value="6" enum="TextureFilter"> + Represents the size of the [enum TextureFilter] enum. </constant> <constant name="DETAIL_UV_1" value="0" enum="DetailUV"> Use [code]UV[/code] with the detail texture. @@ -445,22 +449,29 @@ Use [code]UV2[/code] with the detail texture. </constant> <constant name="TRANSPARENCY_DISABLED" value="0" enum="Transparency"> + The material will not use transparency. </constant> <constant name="TRANSPARENCY_ALPHA" value="1" enum="Transparency"> + The material will use the texture's alpha values for transparency. </constant> <constant name="TRANSPARENCY_ALPHA_SCISSOR" value="2" enum="Transparency"> </constant> <constant name="TRANSPARENCY_ALPHA_DEPTH_PRE_PASS" value="3" enum="Transparency"> </constant> <constant name="TRANSPARENCY_MAX" value="4" enum="Transparency"> + Represents the size of the [enum Transparency] enum. </constant> <constant name="SHADING_MODE_UNSHADED" value="0" enum="ShadingMode"> + The object will not receive shadows. </constant> <constant name="SHADING_MODE_PER_PIXEL" value="1" enum="ShadingMode"> + The object will be shaded per pixel. Useful for realistic shading effect. </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. </constant> <constant name="SHADING_MODE_MAX" value="3" enum="ShadingMode"> + Represents the size of the [enum ShadingMode] enum. </constant> <constant name="FEATURE_EMISSION" value="0" enum="Feature"> Constant for setting [member emission_enabled]. |