diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml index 4b1ff0b2aec1..c6744827252c 100644 --- a/doc/classes/EditorSettings.xml +++ b/doc/classes/EditorSettings.xml @@ -290,10 +290,10 @@ The grid division bias to use in the 3D editor. Negative values will cause small grid divisions to appear earlier, whereas positive values will cause small grid divisions to appear later. - The smallest grid division to use in the 3D editor, specified as a power of 2. The grid will not be able to get larger than [code]1 ^ grid_division_level_max[/code] units. By default, this means grid divisions cannot get smaller than 100 units each, no matter how far away the camera is from the grid. + The largest grid division to use in the 3D editor. Together with [member editors/3d/primary_grid_steps], this determines how large the grid divisions can be. The grid divisions will not be able to get larger than [code]primary_grid_steps ^ grid_division_level_max[/code] units. By default, when [member editors/3d/primary_grid_steps] is [code]8[/code], this means grid divisions cannot get larger than [code]64[/code] uints each (so primary grid lines are [code]512[/code] uints apart), no matter how far away the camera is from the grid. - The smallest grid division to use in the 3D editor, specified as a power of 2. The grid will not be able to get smaller than [code]1 ^ grid_division_level_min[/code] units. By default, this means grid divisions cannot get smaller than 1 unit each, no matter how close the camera is from the grid. + The smallest grid division to use in the 3D editor. Together with [member editors/3d/primary_grid_steps], this determines how small the grid divisions can be. The grid divisions will not be able to get smaller than [code]primary_grid_steps ^ grid_division_level_min[/code] units. By default, this means grid divisions cannot get smaller than 1 unit each, no matter how close the camera is from the grid. The grid size in units. Higher values prevent the grid from appearing "cut off" at certain angles, but make the grid more demanding to render. Depending on the camera's position, the grid may not be fully visible since a shader is used to fade it progressively. diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp index 7fad4061b196..4b65ce73041a 100644 --- a/editor/plugins/node_3d_editor_plugin.cpp +++ b/editor/plugins/node_3d_editor_plugin.cpp @@ -6987,9 +6987,9 @@ void Node3DEditor::_init_grid() { // Offsets division_level for bigger or smaller grids. // Default value is -0.2. -1.0 gives Blender-like behavior, 0.5 gives huge grids. real_t division_level_bias = EDITOR_GET("editors/3d/grid_division_level_bias"); - // Default largest grid size is 8^2 when primary_grid_steps is 8 (64m apart, so primary grid lines are 512m apart). + // Default largest grid size is 8^2 (default value is 2) when primary_grid_steps is 8 (64m apart, so primary grid lines are 512m apart). int division_level_max = EDITOR_GET("editors/3d/grid_division_level_max"); - // Default smallest grid size is 1cm, 10^-2 (default value is -2). + // Default smallest grid size is 8^0 (default value is 0) when primary_grid_steps is 8. int division_level_min = EDITOR_GET("editors/3d/grid_division_level_min"); ERR_FAIL_COND_MSG(division_level_max < division_level_min, "The 3D grid's maximum division level cannot be lower than its minimum division level.");