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Merge pull request godotengine#97917 from TheYellowArchitect/patch-1
Remove note about missing per-vertex-shading
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doc/classes/BaseMaterial3D.xml

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@@ -350,7 +350,6 @@
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</member>
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<member name="shading_mode" type="int" setter="set_shading_mode" getter="get_shading_mode" enum="BaseMaterial3D.ShadingMode" default="1">
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Sets whether the shading takes place, per-pixel, per-vertex or unshaded. Per-vertex lighting is faster, making it the best choice for mobile applications, however it looks considerably worse than per-pixel. Unshaded rendering is the fastest, but disables all interactions with lights.
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[b]Note:[/b] Setting the shading mode vertex shading currently has no effect, as vertex shading is not implemented yet.
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</member>
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<member name="shadow_to_opacity" type="bool" setter="set_flag" getter="get_flag" default="false">
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If [code]true[/code], enables the "shadow to opacity" render mode where lighting modifies the alpha so shadowed areas are opaque and non-shadowed areas are transparent. Useful for overlaying shadows onto a camera feed in AR.
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The object will be shaded per pixel. Useful for realistic shading effects.
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</constant>
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<constant name="SHADING_MODE_PER_VERTEX" value="2" enum="ShadingMode">
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The object will be shaded per vertex. Useful when you want cheaper shaders and do not care about visual quality. Not implemented yet (this mode will act like [constant SHADING_MODE_PER_PIXEL]).
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The object will be shaded per vertex. Useful when you want cheaper shaders and do not care about visual quality.
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</constant>
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<constant name="SHADING_MODE_MAX" value="3" enum="ShadingMode">
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Represents the size of the [enum ShadingMode] enum.

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