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Merge pull request #62720 from Calinou/doc-decal-projector-filter

Rémi Verschelde 3 years ago
parent
commit
6bcb5ec56f
2 changed files with 5 additions and 0 deletions
  1. 4 0
      doc/classes/Decal.xml
  2. 1 0
      doc/classes/Light3D.xml

+ 4 - 0
doc/classes/Decal.xml

@@ -89,15 +89,19 @@
 		</member>
 		<member name="texture_albedo" type="Texture2D" setter="set_texture" getter="get_texture">
 			[Texture2D] with the base [Color] of the Decal. Either this or the [member texture_emission] must be set for the Decal to be visible. Use the alpha channel like a mask to smoothly blend the edges of the decal with the underlying object.
+			[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for [Decal] textures is set globally with [member ProjectSettings.rendering/textures/decals/filter].
 		</member>
 		<member name="texture_emission" type="Texture2D" setter="set_texture" getter="get_texture">
 			[Texture2D] with the emission [Color] of the Decal. Either this or the [member texture_emission] must be set for the Decal to be visible. Use the alpha channel like a mask to smoothly blend the edges of the decal with the underlying object.
+			[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for [Decal] textures is set globally with [member ProjectSettings.rendering/textures/decals/filter].
 		</member>
 		<member name="texture_normal" type="Texture2D" setter="set_texture" getter="get_texture">
 			[Texture2D] with the per-pixel normal map for the decal. Use this to add extra detail to decals.
+			[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for [Decal] textures is set globally with [member ProjectSettings.rendering/textures/decals/filter].
 		</member>
 		<member name="texture_orm" type="Texture2D" setter="set_texture" getter="get_texture">
 			[Texture2D] storing ambient occlusion, roughness, and metallic for the decal. Use this to add extra detail to decals.
+			[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for [Decal] textures is set globally with [member ProjectSettings.rendering/textures/decals/filter].
 		</member>
 		<member name="upper_fade" type="float" setter="set_upper_fade" getter="get_upper_fade" default="0.3">
 			Sets the curve over which the decal will fade as the surface gets further from the center of the [AABB]. Only positive values are valid (negative values will be clamped to [code]0.0[/code]).

+ 1 - 0
doc/classes/Light3D.xml

@@ -73,6 +73,7 @@
 		</member>
 		<member name="light_projector" type="Texture2D" setter="set_projector" getter="get_projector">
 			[Texture2D] projected by light. [member shadow_enabled] must be on for the projector to work. Light projectors make the light appear as if it is shining through a colored but transparent object, almost like light shining through stained-glass.
+			[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for light projector textures is set globally with [member ProjectSettings.rendering/textures/light_projectors/filter].
 		</member>
 		<member name="light_size" type="float" setter="set_param" getter="get_param" default="0.0">
 			The size of the light in Godot units. Only available for [OmniLight3D]s and [SpotLight3D]s. Increasing this value will make the light fade out slower and shadows appear blurrier. This can be used to simulate area lights to an extent.