Clarify the FOV setting in the 3D editor camera is vertical FOV
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2 changed files with 6 additions and 4 deletions
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@ -262,13 +262,14 @@
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The color of the viewport border in the 2D editor. This border represents the viewport's size at the base resolution defined in the Project Settings. Objects placed outside this border will not be visible unless a [Camera2D] node is used, or unless the window is resized and the stretch mode is set to [code]disabled[/code].
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The color of the viewport border in the 2D editor. This border represents the viewport's size at the base resolution defined in the Project Settings. Objects placed outside this border will not be visible unless a [Camera2D] node is used, or unless the window is resized and the stretch mode is set to [code]disabled[/code].
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</member>
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</member>
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<member name="editors/3d/default_fov" type="float" setter="" getter="">
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<member name="editors/3d/default_fov" type="float" setter="" getter="">
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The default camera field of view to use in the 3D editor (in degrees). The camera field of view can be adjusted on a per-scene basis using the [b]View[/b] menu at the top of the 3D editor. If a scene had its camera field of view adjusted using the [b]View[/b] menu, this setting is ignored in the scene in question. This setting is also ignored while a Camera3D node is being previewed in the editor.
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The default camera vertical field of view to use in the 3D editor (in degrees). The camera field of view can be adjusted on a per-scene basis using the [b]View[/b] menu at the top of the 3D editor. If a scene had its camera field of view adjusted using the [b]View[/b] menu, this setting is ignored in the scene in question. This setting is also ignored while a [Camera3D] node is being previewed in the editor.
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[b]Note:[/b] The editor camera always uses the [b]Keep Height[/b] aspect mode.
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</member>
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</member>
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<member name="editors/3d/default_z_far" type="float" setter="" getter="">
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<member name="editors/3d/default_z_far" type="float" setter="" getter="">
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The default camera far clip distance to use in the 3D editor (in degrees). Higher values make it possible to view objects placed further away from the camera, at the cost of lower precision in the depth buffer (which can result in visible Z-fighting in the distance). The camera far clip distance can be adjusted on a per-scene basis using the [b]View[/b] menu at the top of the 3D editor. If a scene had its camera far clip distance adjusted using the [b]View[/b] menu, this setting is ignored in the scene in question. This setting is also ignored while a Camera3D node is being previewed in the editor.
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The default camera far clip distance to use in the 3D editor (in degrees). Higher values make it possible to view objects placed further away from the camera, at the cost of lower precision in the depth buffer (which can result in visible Z-fighting in the distance). The camera far clip distance can be adjusted on a per-scene basis using the [b]View[/b] menu at the top of the 3D editor. If a scene had its camera far clip distance adjusted using the [b]View[/b] menu, this setting is ignored in the scene in question. This setting is also ignored while a [Camera3D] node is being previewed in the editor.
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</member>
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</member>
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<member name="editors/3d/default_z_near" type="float" setter="" getter="">
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<member name="editors/3d/default_z_near" type="float" setter="" getter="">
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The default camera near clip distance to use in the 3D editor (in degrees). Lower values make it possible to view objects placed closer to the camera, at the cost of lower precision in the depth buffer (which can result in visible Z-fighting in the distance). The camera near clip distance can be adjusted on a per-scene basis using the [b]View[/b] menu at the top of the 3D editor. If a scene had its camera near clip distance adjusted using the [b]View[/b] menu, this setting is ignored in the scene in question. This setting is also ignored while a Camera3D node is being previewed in the editor.
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The default camera near clip distance to use in the 3D editor (in degrees). Lower values make it possible to view objects placed closer to the camera, at the cost of lower precision in the depth buffer (which can result in visible Z-fighting in the distance). The camera near clip distance can be adjusted on a per-scene basis using the [b]View[/b] menu at the top of the 3D editor. If a scene had its camera near clip distance adjusted using the [b]View[/b] menu, this setting is ignored in the scene in question. This setting is also ignored while a [Camera3D] node is being previewed in the editor.
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</member>
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</member>
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<member name="editors/3d/freelook/freelook_activation_modifier" type="int" setter="" getter="">
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<member name="editors/3d/freelook/freelook_activation_modifier" type="int" setter="" getter="">
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The modifier key to use to enable freelook in the 3D editor (on top of pressing the right mouse button).
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The modifier key to use to enable freelook in the 3D editor (on top of pressing the right mouse button).
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@ -8576,7 +8576,8 @@ Node3DEditor::Node3DEditor() {
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settings_fov->set_step(0.1);
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settings_fov->set_step(0.1);
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settings_fov->set_value(EDITOR_GET("editors/3d/default_fov"));
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settings_fov->set_value(EDITOR_GET("editors/3d/default_fov"));
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settings_fov->set_select_all_on_focus(true);
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settings_fov->set_select_all_on_focus(true);
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settings_vbc->add_margin_child(TTR("Perspective FOV (deg.):"), settings_fov);
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settings_fov->set_tooltip_text(TTR("FOV is defined as a vertical value, as the editor camera always uses the Keep Height aspect mode."));
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settings_vbc->add_margin_child(TTR("Perspective VFOV (deg.):"), settings_fov);
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settings_znear = memnew(SpinBox);
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settings_znear = memnew(SpinBox);
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settings_znear->set_max(MAX_Z);
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settings_znear->set_max(MAX_Z);
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