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Clarify in default texture repeat and filter docs that they only impa…
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…ct the built in texture
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clayjohn committed Nov 1, 2024
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Showing 1 changed file with 2 additions and 2 deletions.
4 changes: 2 additions & 2 deletions doc/classes/ProjectSettings.xml
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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 always 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 always 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].
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