mirror of
https://github.com/godotengine/godot.git
synced 2024-11-10 22:23:07 +00:00
Merge pull request #42927 from lawnjelly/octree_default
Change render octree balance default
This commit is contained in:
commit
2e073ecbea
@ -1205,7 +1205,7 @@
|
||||
See also [member rendering/quality/skinning/force_software_skinning].
|
||||
[b]Note:[/b] When the software skinning fallback is triggered, custom vertex shaders will behave in a different way, because the bone transform will be already applied to the modelview matrix.
|
||||
</member>
|
||||
<member name="rendering/quality/spatial_partitioning/render_tree_balance" type="float" setter="" getter="" default="0.17">
|
||||
<member name="rendering/quality/spatial_partitioning/render_tree_balance" type="float" setter="" getter="" default="0.0">
|
||||
The rendering octree balance can be changed to favor smaller ([code]0[/code]), or larger ([code]1[/code]) branches.
|
||||
Larger branches can increase performance significantly in some projects.
|
||||
</member>
|
||||
|
@ -2442,7 +2442,7 @@ VisualServer::VisualServer() {
|
||||
GLOBAL_DEF("rendering/quality/skinning/force_software_skinning", false);
|
||||
|
||||
const char *sz_balance_render_tree = "rendering/quality/spatial_partitioning/render_tree_balance";
|
||||
GLOBAL_DEF(sz_balance_render_tree, 0.17f);
|
||||
GLOBAL_DEF(sz_balance_render_tree, 0.0f);
|
||||
ProjectSettings::get_singleton()->set_custom_property_info(sz_balance_render_tree, PropertyInfo(Variant::REAL, sz_balance_render_tree, PROPERTY_HINT_RANGE, "0.0,1.0,0.01"));
|
||||
|
||||
GLOBAL_DEF("rendering/quality/2d/use_software_skinning", true);
|
||||
|
Loading…
Reference in New Issue
Block a user