summaryrefslogtreecommitdiffstats
diff options
context:
space:
mode:
authorMats Honkamaa <mats.honkamaa@qt.io>2019-02-15 10:38:40 +0200
committerMats Honkamaa <mats.honkamaa@qt.io>2019-02-21 13:15:34 +0000
commitc754ca6ea03f245a6f0d59244f4bfac3695c5dbf (patch)
tree3bb027a3b413652ebe71780c859e01018ed9c9dc
parent6c87420a551c1776a21f380c9c2a8fcf2fa7a85c (diff)
Update inspector palette documentation
Add, remove, edit, re-arrange content to match with 2.3. Also added text eliding content from QT3DS-3059. Task-number: QT3DS-3061 Change-Id: I0efed23a8cd78183c9fbd5282c9b55f12cb6ca46 Reviewed-by: Mahmoud Badri <mahmoud.badri@qt.io> Reviewed-by: Tomi Korpipää <tomi.korpipaa@qt.io> Reviewed-by: Miikka Heikkinen <miikka.heikkinen@qt.io>
-rw-r--r--doc/src/03-studio/7-inspector-palette.qdoc165
1 files changed, 85 insertions, 80 deletions
diff --git a/doc/src/03-studio/7-inspector-palette.qdoc b/doc/src/03-studio/7-inspector-palette.qdoc
index 354d0580..70cc9f59 100644
--- a/doc/src/03-studio/7-inspector-palette.qdoc
+++ b/doc/src/03-studio/7-inspector-palette.qdoc
@@ -32,7 +32,7 @@
\page studio-inspector-palette.html
\ingroup qt3dstudio-studio
- The Inspector palette is the most-used
+The Inspector palette is the most-used
palette in Studio. It is used to control which properties are animated
or change on a per-slide basis and the values for each of those
properties.
@@ -116,7 +116,7 @@ shown in the Inspector palette \e{specific to the active slide}:
over at time 0.
\li
\c{PingPong} - Upon reaching the final time the playhead starts
- playing backwards; upon reaching time 0 the playeah starts playing
+ playing backwards; upon reaching time 0 the playhead starts playing
forwards again.
\li
\c{Ping} - Similar to \e{PingPong}, but when the playhead
@@ -134,6 +134,10 @@ shown in the Inspector palette \e{specific to the active slide}:
\b{Pause} setting is particularly useful when QML application is going
to control the time for the context and you don't
need or want the runtime attempting to do its own work.
+\li
+ \b{Use Background} - Clear the contents to a solid color before each frame.
+\li
+ \b{Background Color} - Color to use for the background.
\endlist
\target layer-properties
@@ -144,23 +148,6 @@ in the Inspector palette:
\list
\li
- \b{Disable Depth Test} - Controls whether depth-testing is used
- when rendering objects in the layer. For details see the discussion on
- the
- \e{\l{best-practices-disable-depth-test.html}{Disable Depth Test}} page.
-\li
- \b{Progressive AA} - Controls whether progressive anti-aliasing
- is used when rendering the layer. For details see the discussion on
- \e{\l{best-practices-antialiasing.html#progressive-aa}{Progressive Anti-Aliasing}}.
-\li
- \b{Multisample AA} - Controls whether multisample anti-aliasing
- is used when rendering the layer. For details see the discussion on
- \e{\l{best-practices-antialiasing.html#multisample-aa}{Multisample Anti-Aliasing}}.
-\li
- \b{Temporal AA} - Controls whether temporal anti-aliasing is used
- when rendering the layer. For details see the discussion on
- \e{\l{best-practices-antialiasing.html#temporal-aa}{Temporal Anti-Aliasing}}.
-\li
\b{Layer Background} - Controls how the layer clears when it
starts to render each frame:
\list
@@ -168,14 +155,14 @@ in the Inspector palette:
\c{Transparent} - Clear the layer to transparent each frame so
that content behind it can be seen.
\li
- \c{Unspecified} - Do not clear layer each frame. This provides a
- slight performance boost if the layer is filled with content, and
- hence will fully overwrite the previous result.
-\li
\c{Solid Color} - Clear this layer to a non-transparent color.
This provides a slight performance boost if the layer fills the
viewport \b{and} if you turn off \"Enable Background Color\" for
the Scene.
+\li
+ \c{Unspecified} - Do not clear layer each frame. This provides a
+ slight performance boost if the layer is filled with content, and
+ hence will fully overwrite the previous result.
\endlist
\li
\b{Blend Mode} - Controls how colors in the active layer blends with colors in the background
@@ -202,6 +189,23 @@ in the Inspector palette:
than \c Screen.
\endlist
\li
+ \b{Sub-Presentation} - Select a presentation (\.uip) or QML (\c.qml) file to render as a
+ sub-presentation on this layer. Other objects on the layer will not render when a sub-presentation
+ is applied. For more information, see
+ \e{\l{Using Sub-Presentations}}.
+\li
+ \b{Progressive AA} - Controls whether progressive anti-aliasing
+ is used when rendering the layer. For details see the discussion on
+ \e{\l{best-practices-antialiasing.html#progressive-aa}{Progressive Anti-Aliasing}}.
+\li
+ \b{Multisample AA} - Controls whether multisample anti-aliasing
+ is used when rendering the layer. For details see the discussion on
+ \e{\l{best-practices-antialiasing.html#multisample-aa}{Multisample Anti-Aliasing}}.
+\li
+ \b{Temporal AA} - Controls whether temporal anti-aliasing is used
+ when rendering the layer. For details see the discussion on
+ \e{\l{best-practices-antialiasing.html#temporal-aa}{Temporal Anti-Aliasing}}.
+\li
\b{Horizontal Fields} - Choose which two fields of \c{Left},
\c{Width}, and \c{Right} are used to control the horizontal
placement and sizing of the layer within the presentation.
@@ -232,11 +236,6 @@ in the Inspector palette:
presentation and the layer, either in pixels or as a percentage of the
presentation's height.
\li
- \b{Sub-Presentation} - Select a presentation (\.uip) or QML (\c.qml) file to render as a
- sub-presentation on this layer. Other objects on the layer will not render when a sub-presentation
- is applied. For more information, see
- \e{\l{Using Sub-Presentations}}.
-\li
\b{Ambient Occlusion} - Controls the strength of ambient
occlusion (AO). AO is a form of approximated global illumination which
causes non-directional self-shadowing where objects are close
@@ -305,35 +304,6 @@ in the Inspector palette:
to your content.
\endlist
\li
- \b{Shadow Strength} - Controls the strength of directional
- occlusion (DO). DO is a form of approximated directional shadowing. A
- value of \c{100} causes full darkness shadows; lower values cause
- the shadowing to appear lighter. A value of \c{0} disables DO
- entirely, improving performance at a cost to the visual realism of 3D
- objects rendered in the layer. All values other than \c{0} have
- the same impact to the performance.
- \list
- \li
- \note Directional occlusion will only render on \e{Standard Materials}
- that have the \l{standard-materials}{Lighting property} set to \c{Pixel}.
- \endlist
-\li
- \b{Shadow Distance} - Roughly how far (in world units) the faked
- shadows spread away from objects.
-\li
- \b{Shadow Softness} - Crossfade amount between sharp shadows and
- smooth gradations.
-\li
- \b{Shadow Threshold} - A cutoff distance preventing objects from
- self-shadowing. Higher values increase the distance required between
- objects before DO is seen.
- \list
- \li
- \note If you see DO shadowing in regions where there should be
- no shadowing, increase the Shadow Threshold value slightly to clip
- away close results.
- \endlist
-\li
\b{Light Probe} - Select an image (preferably a high dynamic
range image (\c{.hdr})) to use to light the scene, either instead of or
in addition to standard lights. If selected, note that this image will
@@ -352,6 +322,14 @@ in the Inspector palette:
\b{Secondary Light Probe} - Select an image to use as secondary IBL light source.
\li
\b{Probe Crossfade} - The blend amount between the primary and secondary light probes.
+\li
+ \b{Disable Depth Test} - Controls whether depth-testing is used
+ when rendering objects in the layer. For details see the discussion on
+ the
+ \e{\l{best-practices-disable-depth-test.html}{Disable Depth Test}} page.
+\li
+ \b{Disable Depth Prepass} - Controls whether depth prepassing is used when rendering objects
+ in the layer. Can be enabled to optimize render speed on layers with low depth complexity.
\endlist
\target transform-properties
@@ -547,7 +525,7 @@ in the Inspector palette (in addition to the
- Simulate
shadows using this light?
\li
- \b{Shadow Darkness} - How dark should the cast shadows be?
+ \b{Shadow Darkness} - Darkness of the shadows.
\li
\b{Shadow Softness} - Amount of blur applied to the shadows.
\li
@@ -750,8 +728,8 @@ about working with materials, see \l {Materials and Shaders}.
by the Bump Amount property.
\list
\li
- \e{Tip: Bump maps will not affect the silhouette of a model. Use a
- displacement map if this is required.}
+ \note Bump maps will not affect the silhouette of a model. Use a
+ displacement map if this is required.
\endlist
\li
\b{Normal Map} - An RGB image used to \e{simulate} fine
@@ -760,8 +738,8 @@ about working with materials, see \l {Materials and Shaders}.
controlled by the Bump Amount property.
\list
\li
- \e{Tip: Normal maps will not affect the silhouette of a model. Use
- a displacement map if this is required.}
+ \note Normal maps will not affect the silhouette of a model. Use
+ a displacement map if this is required.
\endlist
\li
\b{Bump Amount} - Controls the amount of simulated displacement
@@ -773,14 +751,12 @@ about working with materials, see \l {Materials and Shaders}.
surface of the material. Brighter pixels indicate raised regions.
\list
\li
- \e{Tip: Displacement maps require vertices to offset. If your model
- is not high-enough resolution you may need to dynamically generate
- additional vertices by using the
- \l{model-properties}{Tessellation properties} on the model.}
+ \note Displacement maps require vertices to offset. I.e. the result will be
+ more accurate on a high poly model than on a low poly model.
\li
- \e{Tip: Displacement maps do not affect the normals of your
+ \note Displacement maps do not affect the normals of your
geometry. To look correct with lighting or reflections you will likely
- want to also add a matching bump map or normal map to your material.}
+ want to also add a matching bump map or normal map to your material.
\endlist
\li
\b{Displacement Amount} - Controls the offset amount for the displacement map.
@@ -789,7 +765,7 @@ about working with materials, see \l {Materials and Shaders}.
from the model.
\list
\li
- Note: Setting the opacity of a \e{model} very low (below 1\% or
+ \note Setting the opacity of a \e{model} very low (below 1\% or
less) will prevent it from receiving touch events, but setting the
opacity of its \e{material} very low still allows touch events to
occur.
@@ -829,7 +805,7 @@ about working with materials, see \l {Materials and Shaders}.
\b{Diffuse Light Wrap} - The amount of light wrap for the translucency map. A value of 0 will not
wrap the light at all while a value of 1 will wrap the light all around the object.
\endlist
-Note that the Runtime custom-compiles shaders for each unique
+\note The Runtime custom-compiles shaders for each unique
combination of material properties used. Each additional material
feature that you use results in a (slight) additional performance hit.
@@ -851,11 +827,13 @@ The Inspector palette shows only a single property:
\li
\b{Referenced Material} - a picker for selecting an animatable material
within the presentation.
-\li
- \e{Tip: the material you reference does \b{not} have to be
- visible or even active for this to work. It is valid to have a small
- pile of models with custom materials on them all eyeballed off, and
- then reference those materials for rendering on other objects.}
+ \list
+ \li
+ \note The material you reference does \b{not} have to be
+ visible or even active for this to work. It is valid to have a small
+ pile of models with custom materials on them all eyeballed off, and
+ then reference those materials for rendering on other objects.}
+ \endlist
\endlist
\section1 Image Properties
@@ -927,12 +905,9 @@ properties in the Inspector palette (in addition to the
\b{Text String} - The text to display for the text element.
\list
\li
- \e{Note: Qt 3D Studio does not (currently) support styled
+ \note Qt 3D Studio does not (currently) support styled
text. There is no way to make one word in a paragraph bold, larger, or
a different color.}
-\li
- \e{Note: Qt 3D Studio also does not (currently) support automatically
- wrapping text; you must manually inject line breaks to wrap your text.}
\endlist
\li
\b{Text Color} - The color for the text.
@@ -957,7 +932,7 @@ TODO: Only one font for now. More to be added?
also type a new value for the font.
\list
\li
- \e{Tip: Although the font size is just a number, it is
+ \note Although the font size is just a number, it is
intentionally not animatable. Each time the font size changes a rather
expensive rasterization of the text string occurs. You should animate
the scale of the text element instead.}
@@ -977,6 +952,36 @@ TODO: Only one font for now. More to be added?
\li
\b{Tracking} - Controls the amount of extra (or negative)
horizontal spacing between every character pair.
+\li
+ \b{Text Area} - Define size of fixed text area. If no values are set, the text size will
+ grow with the text.
+\li
+ \b{Word Wrapping} - Define how text will be wrapped when using a fixed text area size.
+ \list
+ \li
+ \c Clip - Cut the text if it doesn't fit in the text area.
+ \li
+ \c WrapWord - Wraps between words, if possible.
+ \li
+ \c WrapAnywhere - Wraps anywhere, also in the middle of words.
+ \endlist
+\li
+ \b{Eliding} - Elide text that does not fit into a fixed size text area.
+ \list
+ \li
+ \note Text eliding does not work with distance field rendering disabled or when
+ drop shadows are used.
+ \endlist
+\li
+ \b{Drop-Shadow} - Add a drop shadow to the text. The drop shadow will be a darker shade of the
+ text color.
+\li
+ \b{Shadow Darkness} - Darkness of the drop shadow. 100 is black and 0 is the same color as the
+ text.
+\li
+ \b{Horizonal Offset} - Horizontal offset of the shadow. The offset is relative to the font size.
+\li
+ \b{Vertical Offset} - Vertical offset of the shadow. The offset is relative to the font size.
\endlist