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@@ -2890,11 +2890,11 @@
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If [code]true[/code], forces vertex shading for all rendering. This can increase performance a lot, but also reduces quality immensely. Can be used to optimize performance on low-end mobile devices.
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</member>
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<member name="rendering/textures/canvas_textures/default_texture_filter" type="int" setter="" getter="" default="1">
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- The default texture filtering mode to use on [CanvasItem]s.
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+ The default texture filtering mode to use for [CanvasItem]s built-in texture. In shaders, this texture is accessed as [code]TEXTURE[/code].
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[b]Note:[/b] For pixel art aesthetics, see also [member rendering/2d/snap/snap_2d_vertices_to_pixel] and [member rendering/2d/snap/snap_2d_transforms_to_pixel].
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</member>
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<member name="rendering/textures/canvas_textures/default_texture_repeat" type="int" setter="" getter="" default="0">
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- The default texture repeating mode to use on [CanvasItem]s.
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+ The default texture repeating mode to use for [CanvasItem]s built-in texture. In shaders, this texture is accessed as [code]TEXTURE[/code].
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</member>
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<member name="rendering/textures/decals/filter" type="int" setter="" getter="" default="3">
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The filtering quality to use for [Decal] nodes. When using one of the anisotropic filtering modes, the anisotropic filtering level is controlled by [member rendering/textures/default_filters/anisotropic_filtering_level].
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