5056c427d3
This brings the overall class reference completion percentage from 87% to 92%.
56 lines
3.9 KiB
XML
56 lines
3.9 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="RDPipelineDepthStencilState" inherits="RefCounted" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Pipeline depth/stencil state (used by [RenderingDevice]).
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</brief_description>
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<description>
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[RDPipelineDepthStencilState] controls the way depth and stencil comparisons are performed when sampling those values using [RenderingDevice].
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="back_op_compare" type="int" setter="set_back_op_compare" getter="get_back_op_compare" enum="RenderingDevice.CompareOperator" default="7">
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</member>
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<member name="back_op_compare_mask" type="int" setter="set_back_op_compare_mask" getter="get_back_op_compare_mask" default="0">
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</member>
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<member name="back_op_depth_fail" type="int" setter="set_back_op_depth_fail" getter="get_back_op_depth_fail" enum="RenderingDevice.StencilOperation" default="1">
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</member>
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<member name="back_op_fail" type="int" setter="set_back_op_fail" getter="get_back_op_fail" enum="RenderingDevice.StencilOperation" default="1">
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</member>
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<member name="back_op_pass" type="int" setter="set_back_op_pass" getter="get_back_op_pass" enum="RenderingDevice.StencilOperation" default="1">
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</member>
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<member name="back_op_reference" type="int" setter="set_back_op_reference" getter="get_back_op_reference" default="0">
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</member>
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<member name="back_op_write_mask" type="int" setter="set_back_op_write_mask" getter="get_back_op_write_mask" default="0">
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</member>
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<member name="depth_compare_operator" type="int" setter="set_depth_compare_operator" getter="get_depth_compare_operator" enum="RenderingDevice.CompareOperator" default="7">
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</member>
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<member name="depth_range_max" type="float" setter="set_depth_range_max" getter="get_depth_range_max" default="0.0">
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</member>
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<member name="depth_range_min" type="float" setter="set_depth_range_min" getter="get_depth_range_min" default="0.0">
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</member>
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<member name="enable_depth_range" type="bool" setter="set_enable_depth_range" getter="get_enable_depth_range" default="false">
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</member>
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<member name="enable_depth_test" type="bool" setter="set_enable_depth_test" getter="get_enable_depth_test" default="false">
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If [code]true[/code], enables depth testing which allows objects to be automatically occluded by other objects based on their depth. This also allows objects to be partially occluded by other objects. If [code]false[/code], objects will appear in the order they were drawn (like in Godot's 2D renderer).
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</member>
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<member name="enable_depth_write" type="bool" setter="set_enable_depth_write" getter="get_enable_depth_write" default="false">
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</member>
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<member name="enable_stencil" type="bool" setter="set_enable_stencil" getter="get_enable_stencil" default="false">
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</member>
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<member name="front_op_compare" type="int" setter="set_front_op_compare" getter="get_front_op_compare" enum="RenderingDevice.CompareOperator" default="7">
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</member>
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<member name="front_op_compare_mask" type="int" setter="set_front_op_compare_mask" getter="get_front_op_compare_mask" default="0">
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</member>
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<member name="front_op_depth_fail" type="int" setter="set_front_op_depth_fail" getter="get_front_op_depth_fail" enum="RenderingDevice.StencilOperation" default="1">
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</member>
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<member name="front_op_fail" type="int" setter="set_front_op_fail" getter="get_front_op_fail" enum="RenderingDevice.StencilOperation" default="1">
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</member>
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<member name="front_op_pass" type="int" setter="set_front_op_pass" getter="get_front_op_pass" enum="RenderingDevice.StencilOperation" default="1">
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</member>
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<member name="front_op_reference" type="int" setter="set_front_op_reference" getter="get_front_op_reference" default="0">
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</member>
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<member name="front_op_write_mask" type="int" setter="set_front_op_write_mask" getter="get_front_op_write_mask" default="0">
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</member>
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</members>
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</class>
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