[DOCS] Review and improve 17 classes (#11890)
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17 changed files with 120 additions and 89 deletions
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Light2D" inherits="Node2D" category="Core" version="3.0.alpha.custom_build">
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<brief_description>
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Node that casts light in a 2D environment.
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Casts light in a 2D environment.
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</brief_description>
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<description>
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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.
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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.
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</description>
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<tutorials>
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</tutorials>
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If [code]true[/code] the Light2D will cast shadows. Default value: [code]false[/code].
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</member>
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<member name="shadow_filter" type="int" setter="set_shadow_filter" getter="get_shadow_filter" enum="Light2D.ShadowFilter">
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Shadow filter type. May be one of [code][None, PCF5, PCF9, PCF13][/code]. Default value: [code]None[/code].
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Shadow filter type. Use SHADOW_FILTER_* constants to set [code]shadow_filter[/code]. Default value: [code]None[/code].
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</member>
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<member name="shadow_filter_smooth" type="float" setter="set_shadow_smooth" getter="get_shadow_smooth">
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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.
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</constant>
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<constant name="MODE_SUB" value="1">
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Subtract the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect.
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Subtracts the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect.
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</constant>
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<constant name="MODE_MIX" value="2">
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Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation.
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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.
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</constant>
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<constant name="SHADOW_FILTER_NONE" value="0">
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No filter applies to the shadow map. See [method shadow_filter].
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</constant>
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<constant name="SHADOW_FILTER_PCF3" value="1">
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Percentage closer filtering (3 samples) applies to the shadow map. See [method shadow_filter].
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</constant>
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<constant name="SHADOW_FILTER_PCF5" value="2">
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Percentage closer filtering (5 samples) applies to the shadow map. See [method shadow_filter].
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</constant>
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<constant name="SHADOW_FILTER_PCF7" value="3">
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Percentage closer filtering (7 samples) applies to the shadow map. See [method shadow_filter].
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</constant>
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<constant name="SHADOW_FILTER_PCF9" value="4">
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Percentage closer filtering (9 samples) applies to the shadow map. See [method shadow_filter].
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</constant>
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<constant name="SHADOW_FILTER_PCF13" value="5">
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Percentage closer filtering (13 samples) applies to the shadow map. See [method shadow_filter].
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</constant>
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</constants>
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</class>
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