diff options
Diffstat (limited to 'doc/classes/Viewport.xml')
| -rw-r--r-- | doc/classes/Viewport.xml | 8 |
1 files changed, 7 insertions, 1 deletions
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index 413d9462fe..1b5f7148ac 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -443,7 +443,10 @@ <constant name="SCALING_3D_MODE_FSR" value="1" enum="Scaling3DMode"> Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D buffer. The amount of scaling can be set using [member scaling_3d_scale]. Values less than [code]1.0[/code] will be result in the viewport being upscaled using FSR. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] disables scaling. </constant> - <constant name="SCALING_3D_MODE_MAX" value="2" enum="Scaling3DMode"> + <constant name="SCALING_3D_MODE_FSR2" value="2" enum="Scaling3DMode"> + Use AMD FidelityFX Super Resolution 2.2 upscaling for the viewport's 3D buffer. The amount of scaling can be set using [member Viewport.scaling_3d_scale]. Values less than [code]1.0[/code] will be result in the viewport being upscaled using FSR2. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] will use FSR2 at native resolution as a TAA solution. + </constant> + <constant name="SCALING_3D_MODE_MAX" value="3" enum="Scaling3DMode"> Represents the size of the [enum Scaling3DMode] enum. </constant> <constant name="MSAA_DISABLED" value="0" enum="MSAA"> @@ -553,6 +556,9 @@ </constant> <constant name="DEBUG_DRAW_MOTION_VECTORS" value="25" enum="DebugDraw"> </constant> + <constant name="DEBUG_DRAW_INTERNAL_BUFFER" value="26" enum="DebugDraw"> + Draws the internal resolution buffer of the scene before post-processing is applied. + </constant> <constant name="DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST" value="0" enum="DefaultCanvasItemTextureFilter"> The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized. </constant> |
