Improve documentation related to anisotropic filtering

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Hugo Locurcio
2022-08-22 18:35:34 +02:00
parent 99548e521d
commit bedcaac2ba
3 changed files with 5 additions and 4 deletions

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@@ -1948,6 +1948,7 @@
<member name="rendering/textures/default_filters/anisotropic_filtering_level" type="int" setter="" getter="" default="2">
Sets the maximum number of samples to take when using anisotropic filtering on textures (as a power of two). A higher sample count will result in sharper textures at oblique angles, but is more expensive to compute. A value of [code]0[/code] forcibly disables anisotropic filtering, even on materials where it is enabled.
The anisotropic filtering level also affects decals and light projectors if they are configured to use anisotropic filtering. See [member rendering/textures/decals/filter] and [member rendering/textures/light_projectors/filter].
[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not enabled by default[/i] on 2D and 3D materials. For this setting to have an effect in 3D, set [member BaseMaterial3D.texture_filter] to [constant BaseMaterial3D.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] or [constant BaseMaterial3D.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC] on materials. For this setting to have an effect in 2D, set [member CanvasItem.texture_filter] to [constant CanvasItem.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] or [constant CanvasItem.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC] on the [CanvasItem] node displaying the texture (or in [CanvasTexture]). However, anisotropic filtering is rarely useful in 2D, so only enable it for textures in 2D if it makes a meaningful visual difference.
[b]Note:[/b] This property is only read when the project starts. There is currently no way to change this setting at run-time.
</member>
<member name="rendering/textures/default_filters/texture_mipmap_bias" type="float" setter="" getter="" default="0.0">