classref: Sync with current master branch (61accf0)

This commit is contained in:
Godot Organization
2024-10-26 03:21:16 +00:00
parent d7135355fa
commit 85ce5bdfd1
32 changed files with 612 additions and 89 deletions
+67 -9
View File
@@ -38,15 +38,23 @@ Properties
.. table::
:widths: auto
+-------------------------------+----------------------------------------------------------------------------------------------------------+----------------------+
| :ref:`bool<class_bool>` | :ref:`force_disable_mesh_compression<class_ResourceImporterOBJ_property_force_disable_mesh_compression>` | ``false`` |
+-------------------------------+----------------------------------------------------------------------------------------------------------+----------------------+
| :ref:`bool<class_bool>` | :ref:`generate_tangents<class_ResourceImporterOBJ_property_generate_tangents>` | ``true`` |
+-------------------------------+----------------------------------------------------------------------------------------------------------+----------------------+
| :ref:`Vector3<class_Vector3>` | :ref:`offset_mesh<class_ResourceImporterOBJ_property_offset_mesh>` | ``Vector3(0, 0, 0)`` |
+-------------------------------+----------------------------------------------------------------------------------------------------------+----------------------+
| :ref:`Vector3<class_Vector3>` | :ref:`scale_mesh<class_ResourceImporterOBJ_property_scale_mesh>` | ``Vector3(1, 1, 1)`` |
+-------------------------------+----------------------------------------------------------------------------------------------------------+----------------------+
+-------------------------------+--------------------------------------------------------------------------------------------------------------+----------------------+
| :ref:`bool<class_bool>` | :ref:`force_disable_mesh_compression<class_ResourceImporterOBJ_property_force_disable_mesh_compression>` | ``false`` |
+-------------------------------+--------------------------------------------------------------------------------------------------------------+----------------------+
| :ref:`bool<class_bool>` | :ref:`generate_lightmap_uv2<class_ResourceImporterOBJ_property_generate_lightmap_uv2>` | ``false`` |
+-------------------------------+--------------------------------------------------------------------------------------------------------------+----------------------+
| :ref:`float<class_float>` | :ref:`generate_lightmap_uv2_texel_size<class_ResourceImporterOBJ_property_generate_lightmap_uv2_texel_size>` | ``0.2`` |
+-------------------------------+--------------------------------------------------------------------------------------------------------------+----------------------+
| :ref:`bool<class_bool>` | :ref:`generate_lods<class_ResourceImporterOBJ_property_generate_lods>` | ``true`` |
+-------------------------------+--------------------------------------------------------------------------------------------------------------+----------------------+
| :ref:`bool<class_bool>` | :ref:`generate_shadow_mesh<class_ResourceImporterOBJ_property_generate_shadow_mesh>` | ``true`` |
+-------------------------------+--------------------------------------------------------------------------------------------------------------+----------------------+
| :ref:`bool<class_bool>` | :ref:`generate_tangents<class_ResourceImporterOBJ_property_generate_tangents>` | ``true`` |
+-------------------------------+--------------------------------------------------------------------------------------------------------------+----------------------+
| :ref:`Vector3<class_Vector3>` | :ref:`offset_mesh<class_ResourceImporterOBJ_property_offset_mesh>` | ``Vector3(0, 0, 0)`` |
+-------------------------------+--------------------------------------------------------------------------------------------------------------+----------------------+
| :ref:`Vector3<class_Vector3>` | :ref:`scale_mesh<class_ResourceImporterOBJ_property_scale_mesh>` | ``Vector3(1, 1, 1)`` |
+-------------------------------+--------------------------------------------------------------------------------------------------------------+----------------------+
.. rst-class:: classref-section-separator
@@ -69,6 +77,56 @@ If ``true``, mesh compression will not be used. Consider enabling if you notice
----
.. _class_ResourceImporterOBJ_property_generate_lightmap_uv2:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **generate_lightmap_uv2** = ``false`` :ref:`🔗<class_ResourceImporterOBJ_property_generate_lightmap_uv2>`
If ``true``, generates UV2 on import for :ref:`LightmapGI<class_LightmapGI>` baking.
.. rst-class:: classref-item-separator
----
.. _class_ResourceImporterOBJ_property_generate_lightmap_uv2_texel_size:
.. rst-class:: classref-property
:ref:`float<class_float>` **generate_lightmap_uv2_texel_size** = ``0.2`` :ref:`🔗<class_ResourceImporterOBJ_property_generate_lightmap_uv2_texel_size>`
Controls the size of each texel on the baked lightmap. A smaller value results in more precise lightmaps, at the cost of larger lightmap sizes and longer bake times.
\ **Note:** Only effective if :ref:`generate_lightmap_uv2<class_ResourceImporterOBJ_property_generate_lightmap_uv2>` is ``true``.
.. rst-class:: classref-item-separator
----
.. _class_ResourceImporterOBJ_property_generate_lods:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **generate_lods** = ``true`` :ref:`🔗<class_ResourceImporterOBJ_property_generate_lods>`
If ``true``, generates lower detail variants of the mesh which will be displayed in the distance to improve rendering performance. Not all meshes benefit from LOD, especially if they are never rendered from far away. Disabling this can reduce output file size and speed up importing. See `Mesh level of detail (LOD) <../tutorials/3d/mesh_lod.html#doc-mesh-lod>`__ for more information.
.. rst-class:: classref-item-separator
----
.. _class_ResourceImporterOBJ_property_generate_shadow_mesh:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **generate_shadow_mesh** = ``true`` :ref:`🔗<class_ResourceImporterOBJ_property_generate_shadow_mesh>`
If ``true``, enables the generation of shadow meshes on import. This optimizes shadow rendering without reducing quality by welding vertices together when possible. This in turn reduces the memory bandwidth required to render shadows. Shadow mesh generation currently doesn't support using a lower detail level than the source mesh (but shadow rendering will make use of LODs when relevant).
.. rst-class:: classref-item-separator
----
.. _class_ResourceImporterOBJ_property_generate_tangents:
.. rst-class:: classref-property