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Document seamless caveats on small textures in NoiseTexture2D and NoiseTexture3D

This also harmonizes "normal map" spelling across the class reference.

(cherry picked from commit 9e216475785000a329e80d9039dc25e47f94ab32)
Hugo Locurcio 2 лет назад
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484a39c34d
2 измененных файлов с 8 добавлено и 8 удалено
  1. 1 1
      doc/classes/ProjectSettings.xml
  2. 7 7
      modules/noise/doc_classes/NoiseTexture2D.xml

+ 1 - 1
doc/classes/ProjectSettings.xml

@@ -2410,7 +2410,7 @@
 			If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP.
 		</member>
 		<member name="rendering/textures/vram_compression/import_etc2_astc" type="bool" setter="" getter="">
-			If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm for lower quality textures and normalmaps and Adaptable Scalable Texture Compression algorithm for high quality textures (in 4x4 block size).
+			If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm for lower quality textures and normal maps and Adaptable Scalable Texture Compression algorithm for high quality textures (in 4x4 block size).
 			[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
 		</member>
 		<member name="rendering/textures/vram_compression/import_s3tc_bptc" type="bool" setter="" getter="">

+ 7 - 7
modules/noise/doc_classes/NoiseTexture2D.xml

@@ -4,8 +4,7 @@
 		A texture filled with noise generated by a [Noise] object.
 	</brief_description>
 	<description>
-		Uses [FastNoiseLite] or other libraries to fill the texture data of your desired size.
-		NoiseTexture2D can also generate normalmap textures.
+		Uses [FastNoiseLite] or other libraries to fill the texture data of your desired size. [NoiseTexture2D] can also generate normal map textures.
 		The class uses [Thread]s to generate the texture data internally, so [method Texture2D.get_image] may return [code]null[/code] if the generation process has not completed yet. In that case, you need to wait for the texture to be generated before accessing the image and the generated byte data:
 		[codeblock]
 		var texture = NoiseTexture2D.new()
@@ -28,12 +27,11 @@
 			A [Gradient] which is used to map the luminance of each pixel to a color value.
 		</member>
 		<member name="generate_mipmaps" type="bool" setter="set_generate_mipmaps" getter="is_generating_mipmaps" default="true">
-			Determines whether mipmaps are generated for this texture.
-			Enabling this results in less texture aliasing, but the noise texture generation may take longer.
-			Requires (anisotropic) mipmap filtering to be enabled for a material to have an effect.
+			Determines whether mipmaps are generated for this texture. Enabling this results in less texture aliasing in the distance, at the cost of increasing memory usage by roughly 33% and making the noise texture generation take longer.
+			[b]Note:[/b] [member generate_mipmaps] requires mipmap filtering to be enabled on the material using the [NoiseTexture2D] to have an effect.
 		</member>
 		<member name="height" type="int" setter="set_height" getter="get_height" default="512">
-			Height of the generated texture.
+			Height of the generated texture (in pixels).
 		</member>
 		<member name="in_3d_space" type="bool" setter="set_in_3d_space" getter="is_in_3d_space" default="false">
 			Determines whether the noise image is calculated in 3D space. May result in reduced contrast.
@@ -52,12 +50,14 @@
 		<member name="seamless" type="bool" setter="set_seamless" getter="get_seamless" default="false">
 			If [code]true[/code], a seamless texture is requested from the [Noise] resource.
 			[b]Note:[/b] Seamless noise textures may take longer to generate and/or can have a lower contrast compared to non-seamless noise depending on the used [Noise] resource. This is because some implementations use higher dimensions for generating seamless noise.
+			[b]Note:[/b] The default [FastNoiseLite] implementation uses the fallback path for seamless generation. If using a [member width] or [member height] lower than the default, you may need to increase [member seamless_blend_skirt] to make seamless blending more effective.
 		</member>
 		<member name="seamless_blend_skirt" type="float" setter="set_seamless_blend_skirt" getter="get_seamless_blend_skirt" default="0.1">
 			Used for the default/fallback implementation of the seamless texture generation. It determines the distance over which the seams are blended. High values may result in less details and contrast. See [Noise] for further details.
+			[b]Note:[/b] If using a [member width] or [member height] lower than the default, you may need to increase [member seamless_blend_skirt] to make seamless blending more effective.
 		</member>
 		<member name="width" type="int" setter="set_width" getter="get_width" default="512">
-			Width of the generated texture.
+			Width of the generated texture (in pixels).
 		</member>
 	</members>
 </class>