feat: updated engine version to 4.4
This commit is contained in:
parent
d08586768d
commit
ba58baf432
140 changed files with 108317 additions and 14666 deletions
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@ -3072,6 +3072,9 @@
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<constant name="METHOD_FLAG_OBJECT_CORE" value="64" enum="MethodFlags" is_bitfield="true">
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Used internally. Allows to not dump core virtual methods (such as [method Object._notification]) to the JSON API.
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</constant>
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<constant name="METHOD_FLAG_VIRTUAL_REQUIRED" value="128" enum="MethodFlags" is_bitfield="true">
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Flag for a virtual method that is required.
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</constant>
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<constant name="METHOD_FLAGS_DEFAULT" value="1" enum="MethodFlags" is_bitfield="true">
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Default method flags (normal).
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</constant>
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@ -6,7 +6,8 @@
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<description>
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A cubemap is made of 6 textures organized in layers. They are typically used for faking reflections in 3D rendering (see [ReflectionProbe]). It can be used to make an object look as if it's reflecting its surroundings. This usually delivers much better performance than other reflection methods.
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This resource is typically used as a uniform in custom shaders. Few core Godot methods make use of [Cubemap] resources.
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To create such a texture file yourself, reimport your image files using the Godot Editor import presets. The expected image order is X+, X-, Y+, Y-, Z+, Z- (in Godot's coordinate system, so Y+ is "up" and Z- is "forward"). You can use one of the following templates as a base:
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To create such a texture file yourself, reimport your image files using the Godot Editor import presets. To create a Cubemap from code, use [method ImageTextureLayered.create_from_images] on an instance of the Cubemap class.
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The expected image order is X+, X-, Y+, Y-, Z+, Z- (in Godot's coordinate system, so Y+ is "up" and Z- is "forward"). You can use one of the following templates as a base:
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- [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/tutorials/assets_pipeline/img/cubemap_template_2x3.webp]2×3 cubemap template (default layout option)[/url]
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- [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/tutorials/assets_pipeline/img/cubemap_template_3x2.webp]3×2 cubemap template[/url]
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- [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/tutorials/assets_pipeline/img/cubemap_template_1x6.webp]1×6 cubemap template[/url]
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@ -6,8 +6,15 @@
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<description>
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[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they are made of multiple textures, the amount of which must be divisible by 6 (one for each face of the cube).
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The primary benefit of [CubemapArray]s is that they can be accessed in shader code using a single texture reference. In other words, you can pass multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s are allocated in adjacent cache regions on the GPU, which makes [CubemapArray]s the most efficient way to store multiple [Cubemap]s.
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[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, including the [Sky] if you set [member ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections] to [code]true[/code]. To create such a texture file yourself, reimport your image files using the import presets of the File System dock.
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[b]Note:[/b] [CubemapArray] is not supported in the Compatibility renderer.
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Godot uses [CubemapArray]s internally for many effects, including the [Sky] if you set [member ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections] to [code]true[/code].
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To create such a texture file yourself, reimport your image files using the Godot Editor import presets. To create a CubemapArray from code, use [method ImageTextureLayered.create_from_images] on an instance of the CubemapArray class.
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The expected image order is X+, X-, Y+, Y-, Z+, Z- (in Godot's coordinate system, so Y+ is "up" and Z- is "forward"). You can use one of the following templates as a base:
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- [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/tutorials/assets_pipeline/img/cubemap_template_2x3.webp]2×3 cubemap template (default layout option)[/url]
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- [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/tutorials/assets_pipeline/img/cubemap_template_3x2.webp]3×2 cubemap template[/url]
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- [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/tutorials/assets_pipeline/img/cubemap_template_1x6.webp]1×6 cubemap template[/url]
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- [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/tutorials/assets_pipeline/img/cubemap_template_6x1.webp]6×1 cubemap template[/url]
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Multiple layers are stacked on top of each other when using the default vertical import option (with the first layer at the top). Alternatively, you can choose an horizontal layout in the import options (with the first layer at the left).
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[b]Note:[/b] [CubemapArray] is not supported in the Compatibility renderer due to graphics API limitations.
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</description>
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<tutorials>
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</tutorials>
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@ -74,7 +74,7 @@
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Exports project files for the specified preset. This method can be used to implement custom export format, other than PCK and ZIP. One of the callbacks is called for each exported file.
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[param save_cb] is called for all exported files and have the following arguments: [code]file_path: String[/code], [code]file_data: PackedByteArray[/code], [code]file_index: int[/code], [code]file_count: int[/code], [code]encryption_include_filters: PackedStringArray[/code], [code]encryption_exclude_filters: PackedStringArray[/code], [code]encryption_key: PackedByteArray[/code].
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[param shared_cb] is called for exported native shared/static libraries and have the following arguments: [code]file_path: String[/code], [code]tags: PackedStringArray[/code], [code]target_folder: String[/code].
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[b]Note:[/b] [code]file_index[/code] and [code]file_count[/code] are intended for progress tracking only and aren't necesserely unique and precise.
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[b]Note:[/b] [code]file_index[/code] and [code]file_count[/code] are intended for progress tracking only and aren't necessarily unique and precise.
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</description>
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</method>
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<method name="export_zip">
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@ -259,7 +259,7 @@
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Message type for error messages that must be addressed and fail the export.
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</constant>
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<constant name="DEBUG_FLAG_DUMB_CLIENT" value="1" enum="DebugFlags" is_bitfield="true">
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Flag is set if remotely debugged project is expected to use remote file system. If set, [method gen_export_flags] will add [code]--remove-fs[/code] and [code]--remote-fs-password[/code] (if password is set in the editor settings) command line arguments to the list.
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Flag is set if remotely debugged project is expected to use remote file system. If set, [method gen_export_flags] will add [code]--remote-fs[/code] and [code]--remote-fs-password[/code] (if password is set in the editor settings) command line arguments to the list.
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</constant>
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<constant name="DEBUG_FLAG_REMOTE_DEBUG" value="2" enum="DebugFlags" is_bitfield="true">
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Flag is set if remote debug is enabled. If set, [method gen_export_flags] will add [code]--remote-debug[/code] and [code]--breakpoints[/code] (if breakpoints are selected in the script editor or added by the plugin) command line arguments to the list.
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@ -12,7 +12,7 @@
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<method name="are_advanced_options_enabled" qualifiers="const">
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<return type="bool" />
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<description>
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Returns [code]true[/code], is "Advanced" toggle is enabled in the export dialog.
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Returns [code]true[/code] if "Advanced" toggle is enabled in the export dialog.
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</description>
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</method>
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<method name="get_custom_features" qualifiers="const">
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@ -24,7 +24,7 @@
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<method name="get_customized_files" qualifiers="const">
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<return type="Dictionary" />
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<description>
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Returns [Dictionary] of files selected in the "Resources" tab of the export dialog. Dictionary keys are file names and values are export mode - [code]"strip[/code], [code]"keep"[/code], or [code]"remove"[/code]. See also [method get_file_export_mode].
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Returns [Dictionary] of files selected in the "Resources" tab of the export dialog. Dictionary keys are file names and values are export mode - [code]"strip"[/code], [code]"keep"[/code], or [code]"remove"[/code]. See also [method get_file_export_mode].
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</description>
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</method>
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<method name="get_customized_files_count" qualifiers="const">
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@ -1117,6 +1117,10 @@
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<member name="network/tls/editor_tls_certificates" type="String" setter="" getter="">
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The TLS certificate bundle to use for HTTP requests made within the editor (e.g. from the AssetLib tab). If left empty, the [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]included Mozilla certificate bundle[/url] will be used.
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</member>
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<member name="network/tls/enable_tls_v1.3" type="bool" setter="" getter="">
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If [code]true[/code], enable TLSv1.3 negotiation.
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[b]Note:[/b] Only supported when using Mbed TLS 3.0 or later (Linux distribution packages may be compiled against older system Mbed TLS packages), otherwise the maximum supported TLS version is always TLSv1.2.
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</member>
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<member name="project_manager/default_renderer" type="String" setter="" getter="">
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The renderer type that will be checked off by default when creating a new project. Accepted strings are "forward_plus", "mobile" or "gl_compatibility".
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</member>
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@ -19,7 +19,7 @@
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var text = file.get_as_text()
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var split_strs = text.split(",", false)
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for s in split_strs:
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msgids.append(PackedStringArray([s]))
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ret.append(PackedStringArray([s]))
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#print("Extracted string: " + s)
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return ret
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@ -15,6 +15,39 @@
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<description>
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Creates an [ImageTextureLayered] from an array of [Image]s. See [method Image.create] for the expected data format. The first image decides the width, height, image format and mipmapping setting. The other images [i]must[/i] have the same width, height, image format and mipmapping setting.
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Each [Image] represents one [code]layer[/code].
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[codeblock]
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# Fill in an array of Images with different colors.
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var images = []
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const LAYERS = 6
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for i in LAYERS:
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var image = Image.create_empty(128, 128, false, Image.FORMAT_RGB8)
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if i % 3 == 0:
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image.fill(Color.RED)
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elif i % 3 == 1:
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image.fill(Color.GREEN)
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else:
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image.fill(Color.BLUE)
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images.push_back(image)
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# Create and save a 2D texture array. The array of images must have at least 1 Image.
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var texture_2d_array = Texture2DArray.new()
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texture_2d_array.create_from_images(images)
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ResourceSaver.save(texture_2d_array, "res://texture_2d_array.res", ResourceSaver.FLAG_COMPRESS)
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# Create and save a cubemap. The array of images must have exactly 6 Images.
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# The cubemap's images are specified in this order: X+, X-, Y+, Y-, Z+, Z-
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# (in Godot's coordinate system, so Y+ is "up" and Z- is "forward").
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var cubemap = Cubemap.new()
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cubemap.create_from_images(images)
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ResourceSaver.save(cubemap, "res://cubemap.res", ResourceSaver.FLAG_COMPRESS)
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# Create and save a cubemap array. The array of images must have a multiple of 6 Images.
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# Each cubemap's images are specified in this order: X+, X-, Y+, Y-, Z+, Z-
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# (in Godot's coordinate system, so Y+ is "up" and Z- is "forward").
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var cubemap_array = CubemapArray.new()
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cubemap_array.create_from_images(images)
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ResourceSaver.save(cubemap_array, "res://cubemap_array.res", ResourceSaver.FLAG_COMPRESS)
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[/codeblock]
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</description>
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</method>
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<method name="update_layer">
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Returns the acceleration in m/s² of the device's accelerometer sensor, if the device has one. Otherwise, the method returns [constant Vector3.ZERO].
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Note this method returns an empty [Vector3] when running from the editor even when your device has an accelerometer. You must export your project to a supported device to read values from the accelerometer.
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[b]Note:[/b] This method only works on Android and iOS. On other platforms, it always returns [constant Vector3.ZERO].
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[b]Note:[/b] For Android, [member ProjectSettings.input_devices/sensors/enable_accelerometer] must be enabled.
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</description>
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</method>
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<method name="get_action_raw_strength" qualifiers="const">
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<description>
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Returns the gravity in m/s² of the device's accelerometer sensor, if the device has one. Otherwise, the method returns [constant Vector3.ZERO].
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[b]Note:[/b] This method only works on Android and iOS. On other platforms, it always returns [constant Vector3.ZERO].
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[b]Note:[/b] For Android, [member ProjectSettings.input_devices/sensors/enable_gravity] must be enabled.
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</description>
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</method>
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<method name="get_gyroscope" qualifiers="const">
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<description>
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Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the gyroscope sensor, if the device has one. Otherwise, the method returns [constant Vector3.ZERO].
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[b]Note:[/b] This method only works on Android and iOS. On other platforms, it always returns [constant Vector3.ZERO].
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[b]Note:[/b] For Android, [member ProjectSettings.input_devices/sensors/enable_gyroscope] must be enabled.
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</description>
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</method>
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<method name="get_joy_axis" qualifiers="const">
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@ -177,6 +180,7 @@
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<description>
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Returns the magnetic field strength in micro-Tesla for all axes of the device's magnetometer sensor, if the device has one. Otherwise, the method returns [constant Vector3.ZERO].
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[b]Note:[/b] This method only works on Android and iOS. On other platforms, it always returns [constant Vector3.ZERO].
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[b]Note:[/b] For Android, [member ProjectSettings.input_devices/sensors/enable_magnetometer] must be enabled.
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</description>
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</method>
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<method name="get_mouse_button_mask" qualifiers="const">
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Parallax2D" inherits="Node2D" experimental="This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The implementation may change in the future." xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<class name="Parallax2D" inherits="Node2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A node used to create a parallax scrolling background.
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</brief_description>
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The CA certificates bundle to use for TLS connections. If this is set to a non-empty value, this will [i]override[/i] Godot's default [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]Mozilla certificate bundle[/url]. If left empty, the default certificate bundle will be used.
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If in doubt, leave this setting empty.
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</member>
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<member name="network/tls/enable_tls_v1.3" type="bool" setter="" getter="" default="false">
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<member name="network/tls/enable_tls_v1.3" type="bool" setter="" getter="" default="true">
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If [code]true[/code], enable TLSv1.3 negotiation.
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[b]Note:[/b] This is experimental, and may cause connections to fail in some cases (notably, if the remote server uses TLS handshake fragmentation).
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[b]Note:[/b] Only supported when using Mbed TLS 3.0 or later (Linux distribution packages may be compiled against older system Mbed TLS packages), otherwise the maximum supported TLS version is always TLSv1.2.
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</member>
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<member name="physics/2d/default_angular_damp" type="float" setter="" getter="" default="1.0">
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<member name="rendering/environment/volumetric_fog/volume_size" type="int" setter="" getter="" default="64">
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Base size used to determine size of froxel buffer in the camera X-axis and Y-axis. The final size is scaled by the aspect ratio of the screen, so actual values may differ from what is set. Set a larger size for more detailed fog, set a smaller size for better performance.
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</member>
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<member name="rendering/gl_compatibility/driver" type="String" setter="" getter="" default=""auto"">
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Sets the driver to be used by the renderer when using the Compatibility renderer. This property can not be edited directly, instead, set the driver using the platform-specific overrides.
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<member name="rendering/gl_compatibility/driver" type="String" setter="" getter="" default=""opengl3"">
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Sets the driver to be used by the renderer when using the Compatibility renderer. Editing this property has no effect in the default configuration, as first-party platforms each have platform-specific overrides. Use those overrides to configure the driver for each platform.
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This can be overridden using the [code]--rendering-driver <driver>[/code] command line argument.
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Supported values are:
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- [code]auto[/code], currently defaults to [code]opengl3[/code] on all platforms.
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- [code]opengl3[/code], OpenGL 3.3 on desktop platforms, OpenGL ES 3.0 on mobile platforms, WebGL 2.0 on web.
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- [code]opengl3_angle[/code], OpenGL ES 3.0 over ANGLE compatibility layer, supported on macOS (over native OpenGL) and Windows (over Direct3D 11).
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- [code]opengl3_angle[/code], OpenGL ES 3.0 using the ANGLE compatibility layer, supported on macOS (over native OpenGL) and Windows (over Direct3D 11).
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- [code]opengl3_es[/code], OpenGL ES 3.0 on Linux/BSD.
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[b]Note:[/b] The availability of these options depends on whether the engine was compiled with support for them (determined by SCons options [code]opengl3[/code] and [code]angle_libs[/code]).
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[b]Note:[/b] The actual rendering driver may be automatically changed by the engine as a result of a fallback, or a user-specified command line argument. To get the actual rendering driver that is used at runtime, use [method RenderingServer.get_current_rendering_driver_name] instead of reading this project setting's value.
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</member>
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<member name="rendering/gl_compatibility/driver.android" type="String" setter="" getter="" default=""auto"">
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<member name="rendering/gl_compatibility/driver.android" type="String" setter="" getter="" default=""opengl3"">
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Android override for [member rendering/gl_compatibility/driver].
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The [code]auto[/code] setting is equivalent to [code]opengl3[/code] on this platform.
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Only one option is supported:
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- [code]opengl3[/code], OpenGL ES 3.0 from native drivers.
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</member>
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<member name="rendering/gl_compatibility/driver.ios" type="String" setter="" getter="" default=""auto"">
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<member name="rendering/gl_compatibility/driver.ios" type="String" setter="" getter="" default=""opengl3"">
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iOS override for [member rendering/gl_compatibility/driver].
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The [code]auto[/code] setting is equivalent to [code]opengl3[/code] on this platform.
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Only one option is supported:
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- [code]opengl3[/code], OpenGL ES 3.0 from native drivers.
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</member>
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<member name="rendering/gl_compatibility/driver.linuxbsd" type="String" setter="" getter="" default=""auto"">
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<member name="rendering/gl_compatibility/driver.linuxbsd" type="String" setter="" getter="" default=""opengl3"">
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LinuxBSD override for [member rendering/gl_compatibility/driver].
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The [code]auto[/code] setting is equivalent to [code]opengl3[/code] on this platform. [code]opengl3_es[/code] is available as an option, which is also used as a fallback on devices that don't support OpenGL 3.3.
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Two options are supported:
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- [code]opengl3[/code] (default), OpenGL 3.3 from native drivers.
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- [code]opengl3_es[/code], OpenGL ES 3.0 from native drivers. If [member rendering/gl_compatibility/fallback_to_gles] is enabled, this is used as a fallback if OpenGL 3.3 is not supported.
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</member>
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<member name="rendering/gl_compatibility/driver.macos" type="String" setter="" getter="" default=""auto"">
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<member name="rendering/gl_compatibility/driver.macos" type="String" setter="" getter="" default=""opengl3"">
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macOS override for [member rendering/gl_compatibility/driver].
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The [code]auto[/code] setting is equivalent to [code]opengl3[/code] on this platform. [code]opengl3_angle[/code] is available as an option if ANGLE support was compiled in.
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Two options are supported:
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- [code]opengl3[/code] (default), OpenGL 3.3 from native drivers. If [member rendering/gl_compatibility/fallback_to_native] is enabled, this is used as a fallback if ANGLE is configured as the preferred driver but not supported.
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- [code]opengl3_angle[/code], OpenGL ES 3.0 using the ANGLE compatibility layer over native OpenGL drivers. If [member rendering/gl_compatibility/fallback_to_angle] is enabled, this is used as a fallback if OpenGL 3.3 is not supported.
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</member>
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<member name="rendering/gl_compatibility/driver.web" type="String" setter="" getter="" default=""auto"">
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<member name="rendering/gl_compatibility/driver.web" type="String" setter="" getter="" default=""opengl3"">
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Web override for [member rendering/gl_compatibility/driver].
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The [code]auto[/code] setting is equivalent to [code]opengl3[/code] on this platform.
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Only one option is supported:
|
||||
- [code]opengl3[/code], WebGL 2.0. The underlying native API depends on the target OS, browser, and browser configuration.
|
||||
</member>
|
||||
<member name="rendering/gl_compatibility/driver.windows" type="String" setter="" getter="" default=""auto"">
|
||||
<member name="rendering/gl_compatibility/driver.windows" type="String" setter="" getter="" default=""opengl3"">
|
||||
Windows override for [member rendering/gl_compatibility/driver].
|
||||
The [code]auto[/code] setting is equivalent to [code]opengl3[/code] on this platform. [code]opengl3_angle[/code] is available as an option if ANGLE supported was compiled in. In such case, ANGLE is used preferentially on lower end devices with known problematic native OpenGL drivers (see [member rendering/gl_compatibility/force_angle_on_devices]).
|
||||
Two options are supported:
|
||||
- [code]opengl3[/code] (default), OpenGL 3.3 from native drivers. If [member rendering/gl_compatibility/fallback_to_native] is enabled, this is used as a fallback if ANGLE is configured as the preferred driver but not supported.
|
||||
- [code]opengl3_angle[/code], OpenGL ES 3.0 using the ANGLE compatibility layer over native Direct3D 11 drivers. If [member rendering/gl_compatibility/fallback_to_angle] is enabled, this is used as a fallback if OpenGL 3.3 is not supported. By default, ANGLE is used as the default driver for some devices listed in [member rendering/gl_compatibility/force_angle_on_devices].
|
||||
</member>
|
||||
<member name="rendering/gl_compatibility/fallback_to_angle" type="bool" setter="" getter="" default="true">
|
||||
If [code]true[/code], the compatibility renderer will fall back to ANGLE if native OpenGL is not supported or the device is listed in [member rendering/gl_compatibility/force_angle_on_devices].
|
||||
|
|
@ -2981,43 +2990,49 @@
|
|||
The number of entries in the sampler descriptors heap the Direct3D 12 rendering driver uses each frame, used for most rendering operations.
|
||||
Depending on the complexity of scenes, this value may be lowered or may need to be raised.
|
||||
</member>
|
||||
<member name="rendering/rendering_device/driver" type="String" setter="" getter="" default=""auto"">
|
||||
Sets the driver to be used by the renderer when using a RenderingDevice-based renderer like the Forward+ or Mobile renderers. This property can't be edited directly. Instead, set the driver using the platform-specific overrides. This can be overridden using the [code]--rendering-driver <driver>[/code] command line argument.
|
||||
<member name="rendering/rendering_device/driver" type="String" setter="" getter="" default=""vulkan"">
|
||||
Sets the driver to be used by the renderer when using a RenderingDevice-based renderer like the Forward+ or Mobile renderers. Editing this property has no effect in the default configuration, as first-party platforms each have platform-specific overrides. Use those overrides to configure the driver for each platform.
|
||||
This can be overridden using the [code]--rendering-driver <driver>[/code] command line argument.
|
||||
Supported values are:
|
||||
- [code]auto[/code], Metal on Apple Silicon Macs and iOS, Vulkan on other built-in platforms. On Windows, Direct3D 12 is the default if the engine was compiled without Vulkan support.
|
||||
- [code]metal[/code], Metal (supported on Apple Silicon Macs and iOS).
|
||||
- [code]vulkan[/code], Vulkan (supported on all desktop and mobile platforms).
|
||||
- [code]d3d12[/code], Direct3D 12 (supported on Windows).
|
||||
[b]Note:[/b] The availability of these options depends on whether the engine was compiled with support for them (determined by SCons options [code]vulkan[/code], [code]metal[/code], and [code]d3d12[/code]).
|
||||
[b]Note:[/b] If a given platform has no registered drivers, it can fall back to the Compatibility renderer (OpenGL 3) if [member rendering/rendering_device/fallback_to_opengl3] is enabled. This fallback happens automatically for the Web platform regardless of that property.
|
||||
[b]Note:[/b] The actual rendering driver may be automatically changed by the engine as a result of a fallback, or a user-specified command line argument. To get the actual rendering driver that is used at runtime, use [method RenderingServer.get_current_rendering_driver_name] instead of reading this project setting's value.
|
||||
</member>
|
||||
<member name="rendering/rendering_device/driver.android" type="String" setter="" getter="" default=""auto"">
|
||||
<member name="rendering/rendering_device/driver.android" type="String" setter="" getter="" default=""vulkan"">
|
||||
Android override for [member rendering/rendering_device/driver].
|
||||
The [code]auto[/code] setting is equivalent to [code]vulkan[/code] on this platform.
|
||||
Only one option is supported:
|
||||
- [code]vulkan[/code], Vulkan from native drivers.
|
||||
[b]Note:[/b] If Vulkan was disabled at compile time, there is no alternative RenderingDevice driver.
|
||||
</member>
|
||||
<member name="rendering/rendering_device/driver.ios" type="String" setter="" getter="" default=""auto"">
|
||||
<member name="rendering/rendering_device/driver.ios" type="String" setter="" getter="" default=""metal"">
|
||||
iOS override for [member rendering/rendering_device/driver].
|
||||
The [code]auto[/code] setting is equivalent to [code]metal[/code] on this platform.
|
||||
[b]Note:[/b] If Metal was disabled at compile time, the default becomes [code]vulkan[/code]. If both Metal and Vulkan were disabled at compile time, there is no alternative RenderingDevice driver.
|
||||
Two options are supported:
|
||||
- [code]metal[/code] (default), Metal from native drivers.
|
||||
- [code]vulkan[/code], Vulkan over Metal via MoltenVK.
|
||||
</member>
|
||||
<member name="rendering/rendering_device/driver.linuxbsd" type="String" setter="" getter="" default=""auto"">
|
||||
<member name="rendering/rendering_device/driver.linuxbsd" type="String" setter="" getter="" default=""vulkan"">
|
||||
LinuxBSD override for [member rendering/rendering_device/driver].
|
||||
The [code]auto[/code] setting is equivalent to [code]vulkan[/code] on this platform.
|
||||
Only one option is supported:
|
||||
- [code]vulkan[/code], Vulkan from native drivers.
|
||||
[b]Note:[/b] If Vulkan was disabled at compile time, there is no alternative RenderingDevice driver.
|
||||
</member>
|
||||
<member name="rendering/rendering_device/driver.macos" type="String" setter="" getter="" default=""auto"">
|
||||
<member name="rendering/rendering_device/driver.macos" type="String" setter="" getter="" default=""metal"">
|
||||
macOS override for [member rendering/rendering_device/driver].
|
||||
The [code]auto[/code] setting is equivalent to [code]metal[/code] on Apple Silicon Macs, and [code]vulkan[/code] (MoltenVK) on Intel Macs. Metal isn't supported on Intel Macs, so even if setting [code]metal[/code] explicitly, it will fallback to Vulkan on Intel Macs.
|
||||
[b]Note:[/b] If Metal was disabled at compile time, the default becomes [code]vulkan[/code] for both Apple Silicon and Intel Macs. If both Metal and Vulkan were disabled at compile time, there is no alternative RenderingDevice driver.
|
||||
Two options are supported:
|
||||
- [code]metal[/code] (default), Metal from native drivers, only supported on Apple Silicon Macs. On Intel Macs, it will automatically fall back to [code]vulkan[/code] as Metal support is not implemented.
|
||||
- [code]vulkan[/code], Vulkan over Metal via MoltenVK, supported on both Apple Silicon and Intel Macs.
|
||||
</member>
|
||||
<member name="rendering/rendering_device/driver.windows" type="String" setter="" getter="" default=""auto"">
|
||||
<member name="rendering/rendering_device/driver.windows" type="String" setter="" getter="" default=""vulkan"">
|
||||
Windows override for [member rendering/rendering_device/driver].
|
||||
The [code]auto[/code] setting is equivalent to [code]vulkan[/code] on this platform.
|
||||
[b]Note:[/b] If Vulkan was disabled at compile time, the default becomes [code]d3d12[/code]. If both Vulkan and Direct3D 12 were disabled at compile time, there is no alternative RenderingDevice driver.
|
||||
Two options are supported:
|
||||
- [code]vulkan[/code] (default), Vulkan from native drivers. If [member rendering/rendering_device/fallback_to_vulkan] is enabled, this is used as a fallback if Direct3D 12 is not supported.
|
||||
- [code]d3d12[/code], Direct3D 12 from native drivers. If [member rendering/rendering_device/fallback_to_d3d12] is enabled, this is used as a fallback if Vulkan is not supported.
|
||||
</member>
|
||||
<member name="rendering/rendering_device/fallback_to_d3d12" type="bool" setter="" getter="" default="true">
|
||||
If [code]true[/code], the forward renderer will fall back to Direct3D 12 if Vulkan is not supported.
|
||||
If [code]true[/code], the forward renderer will fall back to Direct3D 12 if Vulkan is not supported. The fallback is always attempted regardless of this setting if Vulkan driver support was disabled at compile time.
|
||||
[b]Note:[/b] This setting is implemented only on Windows.
|
||||
</member>
|
||||
<member name="rendering/rendering_device/fallback_to_opengl3" type="bool" setter="" getter="" default="true">
|
||||
|
|
@ -3025,7 +3040,7 @@
|
|||
[b]Note:[/b] This setting is implemented only on Windows, Android, macOS, iOS, and Linux/X11.
|
||||
</member>
|
||||
<member name="rendering/rendering_device/fallback_to_vulkan" type="bool" setter="" getter="" default="true">
|
||||
If [code]true[/code], the forward renderer will fall back to Vulkan if Direct3D 12 (on Windows) or Metal (on macOS x86_64) are not supported.
|
||||
If [code]true[/code], the forward renderer will fall back to Vulkan if Direct3D 12 (on Windows) or Metal (on macOS x86_64) are not supported. The fallback is always attempted regardless of this setting if Direct3D 12 (Windows) or Metal (macOS) driver support was disabled at compile time.
|
||||
[b]Note:[/b] This setting is implemented only on Windows and macOS.
|
||||
</member>
|
||||
<member name="rendering/rendering_device/pipeline_cache/enable" type="bool" setter="" getter="" default="true">
|
||||
|
|
|
|||
|
|
@ -3725,7 +3725,7 @@
|
|||
<param index="7" name="layered_type" type="int" enum="RenderingServer.TextureLayeredType" default="0" />
|
||||
<description>
|
||||
Creates a texture based on a native handle that was created outside of Godot's renderer.
|
||||
[b]Note:[/b] If using the rendering device renderer, using [method RenderingDevice.texture_create_from_extension] rather than this method is recommended. It will give you much more control over the texture's format and usage.
|
||||
[b]Note:[/b] If using only the rendering device renderer, it's recommend to use [method RenderingDevice.texture_create_from_extension] together with [method RenderingServer.texture_rd_create], rather than this method. It will give you much more control over the texture's format and usage.
|
||||
</description>
|
||||
</method>
|
||||
<method name="texture_get_format" qualifiers="const">
|
||||
|
|
|
|||
|
|
@ -6,7 +6,7 @@
|
|||
<description>
|
||||
A Texture2DArray is different from a Texture3D: The Texture2DArray does not support trilinear interpolation between the [Image]s, i.e. no blending. See also [Cubemap] and [CubemapArray], which are texture arrays with specialized cubemap functions.
|
||||
A Texture2DArray is also different from an [AtlasTexture]: In a Texture2DArray, all images are treated separately. In an atlas, the regions (i.e. the single images) can be of different sizes. Furthermore, you usually need to add a padding around the regions, to prevent accidental UV mapping to more than one region. The same goes for mipmapping: Mipmap chains are handled separately for each layer. In an atlas, the slicing has to be done manually in the fragment shader.
|
||||
To create such a texture file yourself, reimport your image files using the Godot Editor import presets.
|
||||
To create such a texture file yourself, reimport your image files using the Godot Editor import presets. To create a Texture2DArray from code, use [method ImageTextureLayered.create_from_images] on an instance of the Texture2DArray class.
|
||||
</description>
|
||||
<tutorials>
|
||||
</tutorials>
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue