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-rw-r--r--doc/classes/RenderingServer.xml40
1 files changed, 35 insertions, 5 deletions
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 66a69b7902..26f80630bb 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -224,7 +224,7 @@
<param index="0" name="item" type="RID" />
<param index="1" name="ignore" type="bool" />
<description>
- If [param ignore] is [code]true[/code], ignore clipping on items drawn with this canvas item until this is called again with [param ignore] set to false.
+ If [param ignore] is [code]true[/code], ignore clipping on items drawn with this canvas item until this is called again with [param ignore] set to [code]false[/code].
</description>
</method>
<method name="canvas_item_add_lcd_texture_rect_region">
@@ -1278,6 +1278,14 @@
Sets the intensity of the background color.
</description>
</method>
+ <method name="environment_set_camera_id">
+ <return type="void" />
+ <param index="0" name="env" type="RID" />
+ <param index="1" name="id" type="int" />
+ <description>
+ Sets the camera ID to be used as environment background.
+ </description>
+ </method>
<method name="environment_set_canvas_max_layer">
<return type="void" />
<param index="0" name="env" type="RID" />
@@ -1540,6 +1548,20 @@
Tries to free an object in the RenderingServer. To avoid memory leaks, this should be called after using an object as memory management does not occur automatically when using RenderingServer directly.
</description>
</method>
+ <method name="get_current_rendering_driver_name" qualifiers="const">
+ <return type="String" />
+ <description>
+ Returns the name of the current rendering driver. This can be [code]vulkan[/code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], [code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method get_current_rendering_method].
+ The rendering driver is determined by [member ProjectSettings.rendering/rendering_device/driver], the [code]--rendering-driver[/code] command line argument that overrides this project setting, or an automatic fallback that is applied depending on the hardware.
+ </description>
+ </method>
+ <method name="get_current_rendering_method" qualifiers="const">
+ <return type="String" />
+ <description>
+ Returns the name of the current rendering method. This can be [code]forward_plus[/code], [code]mobile[/code], or [code]gl_compatibility[/code]. See also [method get_current_rendering_driver_name].
+ The rendering method is determined by [member ProjectSettings.rendering/renderer/rendering_method], the [code]--rendering-method[/code] command line argument that overrides this project setting, or an automatic fallback that is applied depending on the hardware.
+ </description>
+ </method>
<method name="get_default_clear_color">
<return type="Color" />
<description>
@@ -1592,7 +1614,7 @@
<return type="RID" />
<description>
Returns the RID of a 256×256 texture with a testing pattern on it (in [constant Image.FORMAT_RGB8] format). This texture will be created and returned on the first call to [method get_test_texture], then it will be cached for subsequent calls. See also [method get_white_texture].
- Example of getting the test texture and applying it to a [Sprite2D] node:
+ [b]Example:[/b] Get the test texture and apply it to a [Sprite2D] node:
[codeblock]
var texture_rid = RenderingServer.get_test_texture()
var texture = ImageTexture.create_from_image(RenderingServer.texture_2d_get(texture_rid))
@@ -1633,7 +1655,7 @@
<return type="RID" />
<description>
Returns the ID of a 4×4 white texture (in [constant Image.FORMAT_RGB8] format). This texture will be created and returned on the first call to [method get_white_texture], then it will be cached for subsequent calls. See also [method get_test_texture].
- Example of getting the white texture and applying it to a [Sprite2D] node:
+ [b]Example:[/b] Get the white texture and apply it to a [Sprite2D] node:
[codeblock]
var texture_rid = RenderingServer.get_white_texture()
var texture = ImageTexture.create_from_image(RenderingServer.texture_2d_get(texture_rid))
@@ -2137,6 +2159,14 @@
If [code]true[/code], light will cast shadows. Equivalent to [member Light3D.shadow_enabled].
</description>
</method>
+ <method name="light_set_shadow_caster_mask">
+ <return type="void" />
+ <param index="0" name="light" type="RID" />
+ <param index="1" name="mask" type="int" />
+ <description>
+ Sets the shadow caster mask for this 3D light. Shadows will only be cast using objects in the selected layers. Equivalent to [member Light3D.shadow_caster_mask].
+ </description>
+ </method>
<method name="lightmap_create">
<return type="RID" />
<description>
@@ -2941,7 +2971,7 @@
<param index="0" name="particles" type="RID" />
<param index="1" name="emitting" type="bool" />
<description>
- If [code]true[/code], particles will emit over time. Setting to false does not reset the particles, but only stops their emission. Equivalent to [member GPUParticles3D.emitting].
+ If [code]true[/code], particles will emit over time. Setting to [code]false[/code] does not reset the particles, but only stops their emission. Equivalent to [member GPUParticles3D.emitting].
</description>
</method>
<method name="particles_set_explosiveness_ratio">
@@ -3498,7 +3528,7 @@
<param index="0" name="texture" type="RID" />
<description>
Returns an [Image] instance from the given [param texture] [RID].
- Example of getting the test texture from [method get_test_texture] and applying it to a [Sprite2D] node:
+ [b]Example:[/b] Get the test texture from [method get_test_texture] and apply it to a [Sprite2D] node:
[codeblock]
var texture_rid = RenderingServer.get_test_texture()
var texture = ImageTexture.create_from_image(RenderingServer.texture_2d_get(texture_rid))