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authorRémi Verschelde <rverschelde@gmail.com>2023-11-08 19:09:12 +0100
committerRémi Verschelde <rverschelde@gmail.com>2023-11-08 19:09:12 +0100
commit7efe2e3d829287f4ea69000bc4940cb3704143db (patch)
tree295e82d55c534235aeb075d85c757d46df7d4434 /doc/classes
parent84e16de8eb73465b3d31f596d3975ba5933929bf (diff)
parenta74cfc2629f2b3f8d4c5a36b53dfea8af881fc42 (diff)
downloadredot-engine-7efe2e3d829287f4ea69000bc4940cb3704143db.tar.gz
Merge pull request #84317 from clayjohn/RD-samplers
Use default samplers in base uniform set when rendering to reflection probes
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/ProjectSettings.xml1
1 files changed, 0 insertions, 1 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index d8efdb455b..fa479ce965 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -2694,7 +2694,6 @@
Affects the final texture sharpness by reading from a lower or higher mipmap (also called "texture LOD bias"). Negative values make mipmapped textures sharper but grainier when viewed at a distance, while positive values make mipmapped textures blurrier (even when up close).
Enabling temporal antialiasing ([member rendering/anti_aliasing/quality/use_taa]) will automatically apply a [code]-0.5[/code] offset to this value, while enabling FXAA ([member rendering/anti_aliasing/quality/screen_space_aa]) will automatically apply a [code]-0.25[/code] offset to this value. If both TAA and FXAA are enabled at the same time, an offset of [code]-0.75[/code] is applied to this value.
[b]Note:[/b] If [member rendering/scaling_3d/scale] is lower than [code]1.0[/code] (exclusive), [member rendering/textures/default_filters/texture_mipmap_bias] is used to adjust the automatic mipmap bias which is calculated internally based on the scale factor. The formula for this is [code]log2(scaling_3d_scale) + mipmap_bias[/code].
- [b]Note:[/b] This property is only read when the project starts. To change the mipmap LOD bias at run-time, set [member Viewport.texture_mipmap_bias] instead.
</member>
<member name="rendering/textures/default_filters/use_nearest_mipmap_filter" type="bool" setter="" getter="" default="false">
If [code]true[/code], uses nearest-neighbor mipmap filtering when using mipmaps (also called "bilinear filtering"), which will result in visible seams appearing between mipmap stages. This may increase performance in mobile as less memory bandwidth is used. If [code]false[/code], linear mipmap filtering (also called "trilinear filtering") is used.