[DOCS] Review and improve 17 classes (#11890)

This commit is contained in:
Jérôme GULLY 2017-10-09 12:49:12 +02:00 committed by Rémi Verschelde
parent cb4830ef5e
commit 9e93f5b478
17 changed files with 120 additions and 89 deletions

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="Light2D" inherits="Node2D" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Node that casts light in a 2D environment.
Casts light in a 2D environment.
</brief_description>
<description>
Node that casts light in a 2D environment. Light is defined by a (usually grayscale) texture, a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related). Note that Light2D can be used as a mask.
Casts light in a 2D environment. Light is defined by a (usually grayscale) texture, a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related). Note that Light2D can be used as a mask.
</description>
<tutorials>
</tutorials>
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If [code]true[/code] the Light2D will cast shadows. Default value: [code]false[/code].
</member>
<member name="shadow_filter" type="int" setter="set_shadow_filter" getter="get_shadow_filter" enum="Light2D.ShadowFilter">
Shadow filter type. May be one of [code][None, PCF5, PCF9, PCF13][/code]. Default value: [code]None[/code].
Shadow filter type. Use SHADOW_FILTER_* constants to set [code]shadow_filter[/code]. Default value: [code]None[/code].
</member>
<member name="shadow_filter_smooth" type="float" setter="set_shadow_smooth" getter="get_shadow_smooth">
Smoothing value for shadows.
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Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behaviour of a light.
</constant>
<constant name="MODE_SUB" value="1">
Subtract the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect.
Subtracts the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect.
</constant>
<constant name="MODE_MIX" value="2">
Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation.
@ -417,16 +417,22 @@
The light texture of the Light2D is used as a mask, hiding or revealing parts of the screen underneath depending on the value of each pixel of the light (mask) texture.
</constant>
<constant name="SHADOW_FILTER_NONE" value="0">
No filter applies to the shadow map. See [method shadow_filter].
</constant>
<constant name="SHADOW_FILTER_PCF3" value="1">
Percentage closer filtering (3 samples) applies to the shadow map. See [method shadow_filter].
</constant>
<constant name="SHADOW_FILTER_PCF5" value="2">
Percentage closer filtering (5 samples) applies to the shadow map. See [method shadow_filter].
</constant>
<constant name="SHADOW_FILTER_PCF7" value="3">
Percentage closer filtering (7 samples) applies to the shadow map. See [method shadow_filter].
</constant>
<constant name="SHADOW_FILTER_PCF9" value="4">
Percentage closer filtering (9 samples) applies to the shadow map. See [method shadow_filter].
</constant>
<constant name="SHADOW_FILTER_PCF13" value="5">
Percentage closer filtering (13 samples) applies to the shadow map. See [method shadow_filter].
</constant>
</constants>
</class>