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Turn the anisotropic filtering setting into an enum
Since it only accepts power-of-two values, exposing it as an enum makes more sense. This also allows for adding property hints to indicate the performance cost of each value. This also improves property hints for MSAA and FXAA.
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@@ -2451,7 +2451,8 @@ RenderingServer::RenderingServer() {
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GLOBAL_DEF("rendering/quality/depth_prepass/disable_for_vendors", "PowerVR,Mali,Adreno,Apple");
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GLOBAL_DEF("rendering/quality/texture_filters/use_nearest_mipmap_filter", false);
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GLOBAL_DEF("rendering/quality/texture_filters/max_anisotropy", 4);
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GLOBAL_DEF("rendering/quality/texture_filters/anisotropic_filtering_level", 2);
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ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/texture_filters/anisotropic_filtering_level", PropertyInfo(Variant::INT, "rendering/quality/texture_filters/anisotropic_filtering_level", PROPERTY_HINT_ENUM, "Disabled (Fastest),2x (Faster),4x (Fast),8x (Average),16x (Slow)"));
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GLOBAL_DEF("rendering/quality/depth_of_field/depth_of_field_bokeh_shape", 1);
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ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/depth_of_field/depth_of_field_bokeh_shape", PropertyInfo(Variant::INT, "rendering/quality/depth_of_field/depth_of_field_bokeh_shape", PROPERTY_HINT_ENUM, "Box (Fast),Hexagon (Average),Circle (Slow)"));
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