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RenderSceneBuffersConfiguration
繼承: RefCounted < Object
用於設定 RenderSceneBuffers 物件的設定物件。
說明
此配置物件由算繪引擎在視窗更改時建立和填充,並用於(重新)配置 RenderSceneBuffers 物件。
屬性
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屬性說明
ViewportAnisotropicFiltering anisotropic_filtering_level = 2 🔗
void set_anisotropic_filtering_level(value: ViewportAnisotropicFiltering)
ViewportAnisotropicFiltering get_anisotropic_filtering_level()
Level of the anisotropic filter.
若使用 FSR 放大,適用 FSR 銳利度。
Vector2i internal_size = Vector2i(0, 0) 🔗
設定圖像的大小,需要參考。
ViewportMSAA msaa_3d = 0 🔗
void set_msaa_3d(value: ViewportMSAA)
ViewportMSAA get_msaa_3d()
用於天空算繪的旋轉。
返回與給定面關聯的中繼資料。
ViewportScaling3DMode scaling_3d_mode = 255 🔗
void set_scaling_3d_mode(value: ViewportScaling3DMode)
ViewportScaling3DMode get_scaling_3d_mode()
如果internal_size和target_size不相等,我們放大/縮小所請求的縮放模式。
ViewportScreenSpaceAA screen_space_aa = 0 🔗
void set_screen_space_aa(value: ViewportScreenSpaceAA)
ViewportScreenSpaceAA get_screen_space_aa()
請求在後期處理中套用的螢幕空間抗鋸齒。
Vector2i target_size = Vector2i(0, 0) 🔗
使用縮放時的目標(放大)大小。
float texture_mipmap_bias = 0.0 🔗
Bias applied to mipmaps.
Note: This property is only supported in the Forward+ and Mobile renderers, not Compatibility. In Compatibility, this property is always treated as if it was set to 0.0.
算繪的視圖數。