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@@ -800,8 +800,8 @@
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<member name="display/window/stretch/mode" type="String" setter="" getter="" default=""disabled"">
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<member name="display/window/stretch/mode" type="String" setter="" getter="" default=""disabled"">
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Defines how the base size is stretched to fit the resolution of the window or screen.
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Defines how the base size is stretched to fit the resolution of the window or screen.
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[b]"disabled"[/b]: No stretching happens. One unit in the scene corresponds to one pixel on the screen. In this mode, [member display/window/stretch/aspect] has no effect. Recommended for non-game applications.
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[b]"disabled"[/b]: No stretching happens. One unit in the scene corresponds to one pixel on the screen. In this mode, [member display/window/stretch/aspect] has no effect. Recommended for non-game applications.
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- [b]"canvas_items"[/b]: The base size specified in width and height in the project settings is stretched to cover the whole screen (taking [member display/window/stretch/aspect] into account). This means that everything is rendered directly at the target resolution. 3D is unaffected, while in 2D, there is no longer a 1:1 correspondence between sprite pixels and screen pixels, which may result in scaling artifacts. Recommended for most games that don't use a pixel art aesthetic, although it is possible to use this stretch mode for pixel art games too (especially in 3D).
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- [b]"viewport"[/b]: The size of the root [Viewport] is set precisely to the base size specified in the Project Settings' Display section. The scene is rendered to this viewport first. Finally, this viewport is scaled to fit the screen (taking [member display/window/stretch/aspect] into account). Recommended for games that use a pixel art aesthetic.
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+ [b]"canvas_items"[/b]: The base size specified in width and height in the project settings is stretched to cover the whole screen (taking [member display/window/stretch/aspect] into account). This means that everything is rendered directly at the target resolution. 3D is unaffected, while in 2D, there is no longer a 1:1 correspondence between sprite pixels and screen pixels, which may result in scaling artifacts. Recommended for most games that don't use a pixel art esthetic, although it is possible to use this stretch mode for pixel art games too (especially in 3D).
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+ [b]"viewport"[/b]: The size of the root [Viewport] is set precisely to the base size specified in the Project Settings' Display section. The scene is rendered to this viewport first. Finally, this viewport is scaled to fit the screen (taking [member display/window/stretch/aspect] into account). Recommended for games that use a pixel art esthetic.
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</member>
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</member>
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<member name="display/window/stretch/scale" type="float" setter="" getter="" default="1.0">
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<member name="display/window/stretch/scale" type="float" setter="" getter="" default="1.0">
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</member>
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</member>
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@@ -2487,6 +2487,7 @@
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<member name="rendering/occlusion_culling/use_occlusion_culling" type="bool" setter="" getter="" default="false">
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<member name="rendering/occlusion_culling/use_occlusion_culling" type="bool" setter="" getter="" default="false">
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If [code]true[/code], [OccluderInstance3D] nodes will be usable for occlusion culling in 3D in the root viewport. In custom viewports, [member Viewport.use_occlusion_culling] must be set to [code]true[/code] instead.
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If [code]true[/code], [OccluderInstance3D] nodes will be usable for occlusion culling in 3D in the root viewport. In custom viewports, [member Viewport.use_occlusion_culling] must be set to [code]true[/code] instead.
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[b]Note:[/b] Enabling occlusion culling has a cost on the CPU. Only enable occlusion culling if you actually plan to use it. Large open scenes with few or no objects blocking the view will generally not benefit much from occlusion culling. Large open scenes generally benefit more from mesh LOD and visibility ranges ([member GeometryInstance3D.visibility_range_begin] and [member GeometryInstance3D.visibility_range_end]) compared to occlusion culling.
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[b]Note:[/b] Enabling occlusion culling has a cost on the CPU. Only enable occlusion culling if you actually plan to use it. Large open scenes with few or no objects blocking the view will generally not benefit much from occlusion culling. Large open scenes generally benefit more from mesh LOD and visibility ranges ([member GeometryInstance3D.visibility_range_begin] and [member GeometryInstance3D.visibility_range_end]) compared to occlusion culling.
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+ [b]Note:[/b] Due to memory constraints, occlusion culling is not supported by default in Web export templates. It can be enabled by compiling custom Web export templates with [code]module_raycast_enabled=yes[/code].
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</member>
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</member>
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<member name="rendering/reflections/reflection_atlas/reflection_count" type="int" setter="" getter="" default="64">
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<member name="rendering/reflections/reflection_atlas/reflection_count" type="int" setter="" getter="" default="64">
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Number of cubemaps to store in the reflection atlas. The number of [ReflectionProbe]s in a scene will be limited by this amount. A higher number requires more VRAM.
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Number of cubemaps to store in the reflection atlas. The number of [ReflectionProbe]s in a scene will be limited by this amount. A higher number requires more VRAM.
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@@ -2608,7 +2609,7 @@
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</member>
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</member>
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<member name="rendering/textures/default_filters/texture_mipmap_bias" type="float" setter="" getter="" default="0.0">
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<member name="rendering/textures/default_filters/texture_mipmap_bias" type="float" setter="" getter="" default="0.0">
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Affects the final texture sharpness by reading from a lower or higher mipmap (also called "texture LOD bias"). Negative values make mipmapped textures sharper but grainier when viewed at a distance, while positive values make mipmapped textures blurrier (even when up close).
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Affects the final texture sharpness by reading from a lower or higher mipmap (also called "texture LOD bias"). Negative values make mipmapped textures sharper but grainier when viewed at a distance, while positive values make mipmapped textures blurrier (even when up close).
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- Enabling temporal antialiasing ([member rendering/anti_aliasing/quality/use_taa]) will automatically apply a [code]-0.5[/code] offset to this value, while enabling FXAA ([member rendering/anti_aliasing/quality/screen_space_aa]) will automatically apply a [code]-0.25[/code] offset to this value. If both TAA and FXAA are enbled at the same time, an offset of [code]-0.75[/code] is applied to this value.
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+ Enabling temporal antialiasing ([member rendering/anti_aliasing/quality/use_taa]) will automatically apply a [code]-0.5[/code] offset to this value, while enabling FXAA ([member rendering/anti_aliasing/quality/screen_space_aa]) will automatically apply a [code]-0.25[/code] offset to this value. If both TAA and FXAA are enabled at the same time, an offset of [code]-0.75[/code] is applied to this value.
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[b]Note:[/b] If [member rendering/scaling_3d/scale] is lower than [code]1.0[/code] (exclusive), [member rendering/textures/default_filters/texture_mipmap_bias] is used to adjust the automatic mipmap bias which is calculated internally based on the scale factor. The formula for this is [code]log2(scaling_3d_scale) + mipmap_bias[/code].
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[b]Note:[/b] If [member rendering/scaling_3d/scale] is lower than [code]1.0[/code] (exclusive), [member rendering/textures/default_filters/texture_mipmap_bias] is used to adjust the automatic mipmap bias which is calculated internally based on the scale factor. The formula for this is [code]log2(scaling_3d_scale) + mipmap_bias[/code].
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[b]Note:[/b] This property is only read when the project starts. To change the mipmap LOD bias at run-time, set [member Viewport.texture_mipmap_bias] instead.
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[b]Note:[/b] This property is only read when the project starts. To change the mipmap LOD bias at run-time, set [member Viewport.texture_mipmap_bias] instead.
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</member>
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</member>
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