diff options
-rw-r--r-- | doc/classes/RDSamplerState.xml | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/doc/classes/RDSamplerState.xml b/doc/classes/RDSamplerState.xml index 44f040dabd..f1ba630226 100644 --- a/doc/classes/RDSamplerState.xml +++ b/doc/classes/RDSamplerState.xml @@ -26,12 +26,13 @@ The mipmap LOD bias to use. Positive values will make the sampler blurrier at a given distance, while negative values will make the sampler sharper at a given distance (at the risk of looking grainy). Recommended values are between [code]-0.5[/code] and [code]0.0[/code]. Only effective if the sampler has mipmaps available. </member> <member name="mag_filter" type="int" setter="set_mag_filter" getter="get_mag_filter" enum="RenderingDevice.SamplerFilter" default="0"> - The sampler's magnification filter. + The sampler's magnification filter. It is the filtering method used when sampling texels that appear bigger than on-screen pixels. </member> <member name="max_lod" type="float" setter="set_max_lod" getter="get_max_lod" default="1e+20"> The maximum mipmap LOD bias to display (lowest resolution). Only effective if the sampler has mipmaps available. </member> <member name="min_filter" type="int" setter="set_min_filter" getter="get_min_filter" enum="RenderingDevice.SamplerFilter" default="0"> + The sampler's minification filter. It is the filtering method used when sampling texels that appear smaller than on-screen pixels. </member> <member name="min_lod" type="float" setter="set_min_lod" getter="get_min_lod" default="0.0"> The minimum mipmap LOD bias to display (highest resolution). Only effective if the sampler has mipmaps available. @@ -49,6 +50,7 @@ The repeat mode to use along the W axis of UV coordinates. This affects the returned values if sampling outside the UV bounds. Only effective for 3D samplers. </member> <member name="unnormalized_uvw" type="bool" setter="set_unnormalized_uvw" getter="get_unnormalized_uvw" default="false"> + If [code]true[/code], the texture will be sampled with coordinates ranging from 0 to the texture's resolution. Otherwise, the coordinates will be normalized and range from 0 to 1. </member> <member name="use_anisotropy" type="bool" setter="set_use_anisotropy" getter="get_use_anisotropy" default="false"> If [code]true[/code], perform anisotropic sampling. See [member anisotropy_max]. |