Attention: Here be dragons
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RDPipelineRasterizationState
繼承: RefCounted < Object
管線柵格化狀態(由 RenderingDevice 使用)。
說明
這個物件由 RenderingDevice 使用。
屬性
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屬性說明
PolygonCullMode cull_mode = 0 🔗
void set_cull_mode(value: PolygonCullMode)
PolygonCullMode get_cull_mode()
繪製多邊形時的剔除模式,決定隱藏正面還是反面。
float depth_bias_clamp = 0.0 🔗
A limit for how much each depth value can be offset. If negative, it serves as a minimum value, but if positive, it serves as a maximum value.
float depth_bias_constant_factor = 0.0 🔗
A constant offset added to each depth value. Applied after depth_bias_slope_factor.
bool depth_bias_enabled = false 🔗
If true, each generated depth value will by offset by some amount. The specific amount is generated per polygon based on the values of depth_bias_slope_factor and depth_bias_constant_factor.
float depth_bias_slope_factor = 0.0 🔗
A constant scale applied to the slope of each polygons' depth. Applied before depth_bias_constant_factor.
bool discard_primitives = false 🔗
如果為 true,則會在柵格化階段前立即丟棄圖元。
bool enable_depth_clamp = false 🔗
If true, clamps depth values according to the minimum and maximum depth of the associated viewport.
PolygonFrontFace front_face = 0 🔗
void set_front_face(value: PolygonFrontFace)
PolygonFrontFace get_front_face()
要使用的纏繞順序,決定三角形的哪個面是正面。
繪製線段時使用的線寬(單位為圖元)。可能不是所有硬體都支援粗線段。
int patch_control_points = 1 🔗
啟用曲面細分繪製面片時,使用的控制點的數量。值越高,品質越高,但是性能開銷也越高。
如果為 true,則會為三角形進行線框算繪,不進行平面或紋理算繪。