Fix *even* more miscellaneous oddities around the class reference
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@ -4679,7 +4679,7 @@
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Flag used to mark that the array contains 2D vertices.
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</constant>
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<constant name="ARRAY_FLAG_USE_DYNAMIC_UPDATE" value="67108864" enum="ArrayFormat" is_bitfield="true">
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Flag indices that the mesh data will use [code]GL_DYNAMIC_DRAW[/code] on GLES. Unused on Vulkan.
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Flag used to mark that the mesh data will use [code]GL_DYNAMIC_DRAW[/code] on GLES. Unused on Vulkan.
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</constant>
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<constant name="ARRAY_FLAG_USE_8_BONE_WEIGHTS" value="134217728" enum="ArrayFormat" is_bitfield="true">
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Flag used to mark that the array uses 8 bone weights instead of 4.
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@ -4817,7 +4817,7 @@
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Normal bias used to offset shadow lookup by object normal. Can be used to fix self-shadowing artifacts.
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</constant>
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<constant name="LIGHT_PARAM_SHADOW_BIAS" value="15" enum="LightParam">
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Bias the shadow lookup to fix self-shadowing artifacts.
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Bias for the shadow lookup to fix self-shadowing artifacts.
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</constant>
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<constant name="LIGHT_PARAM_SHADOW_PANCAKE_SIZE" value="16" enum="LightParam">
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Sets the size of the directional shadow pancake. The pancake offsets the start of the shadow's camera frustum to provide a higher effective depth resolution for the shadow. However, a high pancake size can cause artifacts in the shadows of large objects that are close to the edge of the frustum. Reducing the pancake size can help. Setting the size to [code]0[/code] turns off the pancaking effect.
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@ -5032,17 +5032,17 @@
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Use bilinear scaling 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 result in undersampling while values greater than [code]1.0[/code] will result in supersampling. A value of [code]1.0[/code] disables scaling.
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</constant>
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<constant name="VIEWPORT_SCALING_3D_MODE_FSR" value="1" enum="ViewportScaling3DMode">
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Use AMD FidelityFX Super Resolution 1.0 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 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.
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Use AMD FidelityFX Super Resolution 1.0 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 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.
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</constant>
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<constant name="VIEWPORT_SCALING_3D_MODE_FSR2" value="2" enum="ViewportScaling3DMode">
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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.
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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 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.
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</constant>
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<constant name="VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL" value="3" enum="ViewportScaling3DMode">
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Use MetalFX spatial 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 MetalFX. 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.
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Use MetalFX spatial 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 result in the viewport being upscaled using MetalFX. 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.
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[b]Note:[/b] Only supported when the Metal rendering driver is in use, which limits this scaling mode to macOS and iOS.
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</constant>
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<constant name="VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL" value="4" enum="ViewportScaling3DMode">
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Use MetalFX temporal 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 MetalFX. 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 MetalFX at native resolution as a TAA solution.
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Use MetalFX temporal 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 result in the viewport being upscaled using MetalFX. 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 MetalFX at native resolution as a TAA solution.
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[b]Note:[/b] Only supported when the Metal rendering driver is in use, which limits this scaling mode to macOS and iOS.
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</constant>
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<constant name="VIEWPORT_SCALING_3D_MODE_MAX" value="5" enum="ViewportScaling3DMode">
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