diff options
-rw-r--r-- | doc/classes/ProjectSettings.xml | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index fff6c8d3bb..d94fa6c94f 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -2890,11 +2890,11 @@ If [code]true[/code], forces vertex shading for all rendering. This can increase performance a lot, but also reduces quality immensely. Can be used to optimize performance on low-end mobile devices. </member> <member name="rendering/textures/canvas_textures/default_texture_filter" type="int" setter="" getter="" default="1"> - The default texture filtering mode to use on [CanvasItem]s. + The default texture filtering mode to use for [CanvasItem]s built-in texture. In shaders, this texture is accessed as [code]TEXTURE[/code]. [b]Note:[/b] For pixel art aesthetics, see also [member rendering/2d/snap/snap_2d_vertices_to_pixel] and [member rendering/2d/snap/snap_2d_transforms_to_pixel]. </member> <member name="rendering/textures/canvas_textures/default_texture_repeat" type="int" setter="" getter="" default="0"> - The default texture repeating mode to use on [CanvasItem]s. + The default texture repeating mode to use for [CanvasItem]s built-in texture. In shaders, this texture is accessed as [code]TEXTURE[/code]. </member> <member name="rendering/textures/decals/filter" type="int" setter="" getter="" default="3"> The filtering quality to use for [Decal] nodes. When using one of the anisotropic filtering modes, the anisotropic filtering level is controlled by [member rendering/textures/default_filters/anisotropic_filtering_level]. |