From e994c49a40805ffdb4f20a83c8c96db528ab9d76 Mon Sep 17 00:00:00 2001 From: TheYellowArchitect Date: Mon, 7 Oct 2024 14:18:18 +0300 Subject: [PATCH] Remove note about missing per-vertex-shading --- doc/classes/BaseMaterial3D.xml | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index fc8af02869e..b4a256c54f9 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -350,7 +350,6 @@ Sets whether the shading takes place, per-pixel, per-vertex or unshaded. Per-vertex lighting is faster, making it the best choice for mobile applications, however it looks considerably worse than per-pixel. Unshaded rendering is the fastest, but disables all interactions with lights. - [b]Note:[/b] Setting the shading mode vertex shading currently has no effect, as vertex shading is not implemented yet. If [code]true[/code], enables the "shadow to opacity" render mode where lighting modifies the alpha so shadowed areas are opaque and non-shadowed areas are transparent. Useful for overlaying shadows onto a camera feed in AR. @@ -553,7 +552,7 @@ The object will be shaded per pixel. Useful for realistic shading effects. - The object will be shaded per vertex. Useful when you want cheaper shaders and do not care about visual quality. Not implemented yet (this mode will act like [constant SHADING_MODE_PER_PIXEL]). + The object will be shaded per vertex. Useful when you want cheaper shaders and do not care about visual quality. Represents the size of the [enum ShadingMode] enum.