diff options
author | Mats Honkamaa <mats.honkamaa@qt.io> | 2019-02-15 10:38:40 +0200 |
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committer | Mats Honkamaa <mats.honkamaa@qt.io> | 2019-02-21 13:15:34 +0000 |
commit | c754ca6ea03f245a6f0d59244f4bfac3695c5dbf (patch) | |
tree | 3bb027a3b413652ebe71780c859e01018ed9c9dc | |
parent | 6c87420a551c1776a21f380c9c2a8fcf2fa7a85c (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.qdoc | 165 |
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 |