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Clarify in default texture repeat and filter docs that they only impact the built in texture

clayjohn 11 月之前
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fa4f701e0e
共有 1 個文件被更改,包括 2 次插入2 次删除
  1. 2 2
      doc/classes/ProjectSettings.xml

+ 2 - 2
doc/classes/ProjectSettings.xml

@@ -2890,11 +2890,11 @@
 			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.
 		</member>
 		<member name="rendering/textures/canvas_textures/default_texture_filter" type="int" setter="" getter="" default="1">
-			The default texture filtering mode to use on [CanvasItem]s.
+			The default texture filtering mode to use for [CanvasItem]s built-in texture. In shaders, this texture is accessed as [code]TEXTURE[/code].
 			[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].
 		</member>
 		<member name="rendering/textures/canvas_textures/default_texture_repeat" type="int" setter="" getter="" default="0">
-			The default texture repeating mode to use on [CanvasItem]s.
+			The default texture repeating mode to use for [CanvasItem]s built-in texture. In shaders, this texture is accessed as [code]TEXTURE[/code].
 		</member>
 		<member name="rendering/textures/decals/filter" type="int" setter="" getter="" default="3">
 			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].