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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-08-22 18:35:34 +0200 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-08-22 18:36:11 +0200 |
commit | bedcaac2ba649b6f2a6de52c83502c5cbb0b5b0a (patch) | |
tree | 21a89c34ab8d60fe4360f0bf3fe0f2e8a1aad443 /doc/classes/ProjectSettings.xml | |
parent | 99548e521dc049b609347cd1fe38262d59d1b0d6 (diff) | |
download | redot-engine-bedcaac2ba649b6f2a6de52c83502c5cbb0b5b0a.tar.gz |
Improve documentation related to anisotropic filtering
Diffstat (limited to 'doc/classes/ProjectSettings.xml')
-rw-r--r-- | doc/classes/ProjectSettings.xml | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 9e2c3440c7..0cee71b613 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1948,6 +1948,7 @@ <member name="rendering/textures/default_filters/anisotropic_filtering_level" type="int" setter="" getter="" default="2"> Sets the maximum number of samples to take when using anisotropic filtering on textures (as a power of two). A higher sample count will result in sharper textures at oblique angles, but is more expensive to compute. A value of [code]0[/code] forcibly disables anisotropic filtering, even on materials where it is enabled. The anisotropic filtering level also affects decals and light projectors if they are configured to use anisotropic filtering. See [member rendering/textures/decals/filter] and [member rendering/textures/light_projectors/filter]. + [b]Note:[/b] For performance reasons, anisotropic filtering [i]is not enabled by default[/i] on 2D and 3D materials. For this setting to have an effect in 3D, set [member BaseMaterial3D.texture_filter] to [constant BaseMaterial3D.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] or [constant BaseMaterial3D.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC] on materials. For this setting to have an effect in 2D, set [member CanvasItem.texture_filter] to [constant CanvasItem.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] or [constant CanvasItem.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC] on the [CanvasItem] node displaying the texture (or in [CanvasTexture]). However, anisotropic filtering is rarely useful in 2D, so only enable it for textures in 2D if it makes a meaningful visual difference. [b]Note:[/b] This property is only read when the project starts. There is currently no way to change this setting at run-time. </member> <member name="rendering/textures/default_filters/texture_mipmap_bias" type="float" setter="" getter="" default="0.0"> |