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Improve RenderingServer, RenderingDevice, ShaderGlobalsOverride documentation
This brings the overall class reference completion percentage from 87% to 92%.
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@@ -33,7 +33,7 @@
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The selected shadow casting flag. See [enum ShadowCastingSetting] for possible values.
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</member>
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<member name="custom_aabb" type="AABB" setter="set_custom_aabb" getter="get_custom_aabb" default="AABB(0, 0, 0, 0, 0, 0)">
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Overrides the bounding box of this node with a custom one. This can be used to avoid the expensive [AABB] recalculation that happens when a skeleton is used with a [MeshInstance3D] or to have fine control over the [MeshInstance3D]'s bounding box. To remove this, set value to an [AABB] with all fields set to zero.
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Overrides the bounding box of this node with a custom one. This can be used to avoid the expensive [AABB] recalculation that happens when a skeleton is used with a [MeshInstance3D] or to have fine control over the [MeshInstance3D]'s bounding box. To use the default AABB, set value to an [AABB] with all fields set to [code]0.0[/code]. To avoid frustum culling, set [member custom_aabb] to a very large AABB that covers your entire game world such as [code]AABB(-10000, -10000, -10000, 20000, 20000, 20000)[/code]. To disable all forms of culling (including occlusion culling), call [method RenderingServer.instance_set_ignore_culling] on the [GeometryInstance3D]'s [RID].
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</member>
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<member name="extra_cull_margin" type="float" setter="set_extra_cull_margin" getter="get_extra_cull_margin" default="0.0">
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The extra distance added to the GeometryInstance3D's bounding box ([AABB]) to increase its cull box.
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@@ -47,6 +47,7 @@
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</member>
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<member name="ignore_occlusion_culling" type="bool" setter="set_ignore_occlusion_culling" getter="is_ignoring_occlusion_culling" default="false">
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If [code]true[/code], disables occlusion culling for this instance. Useful for gizmos that must be rendered even when occlusion culling is in use.
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[b]Note:[/b] [member ignore_occlusion_culling] does not affect frustum culling (which is what happens when an object is not visible given the camera's angle). To avoid frustum culling, set [member custom_aabb] to a very large AABB that covers your entire game world such as [code]AABB(-10000, -10000, -10000, 20000, 20000, 20000)[/code].
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</member>
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<member name="lod_bias" type="float" setter="set_lod_bias" getter="get_lod_bias" default="1.0">
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Changes how quickly the mesh transitions to a lower level of detail. A value of 0 will force the mesh to its lowest level of detail, a value of 1 will use the default settings, and larger values will keep the mesh in a higher level of detail at farther distances.
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