Fix some more errors

This commit is contained in:
Michael Alexsander
2020-04-17 16:43:12 -03:00
parent cb57bfa008
commit fec78c3c04
5 changed files with 10 additions and 10 deletions
+1 -1
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@@ -400,7 +400,7 @@ Each track is described by a list of key-value pairs in the format
2. The ``path`` has the format ``NodePath(Path/To/Node:attribute)``.
It's the path to the animated node or attribute, relative to the root node
defined in the AnimationPlayer.
I
3. The ``interp`` is the method to interpolate frames from the keyframes.
It is an enum variable with one of the following values:
@@ -188,5 +188,5 @@ Setting exported variables from a tool script
When changing an exported variable's value from a script in
:ref:`doc_gdscript_tool_mode`, the value in the inspector won't be updated
automatically. To update it, call
:ref:`class_Object_method_property_list_changed_notify` after setting the
exported variable's value.
:ref:`property_list_changed_notify() <class_Object_method_property_list_changed_notify>`
after setting the exported variable's value.
+1 -1
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@@ -35,7 +35,7 @@ which are ideal for this).
Another alternative is to use GDNative and C++, which should be extremely efficient (it's possible
to set the entire state for all objects using linear memory via the
:ref:`VisualServer.multimesh_set_as_bulk_array() <class_VisualServer_method_multimesh_set_as_bulk_array>`
:ref:`VisualServer.multimesh_set_buffer() <class_VisualServer_method_multimesh_set_buffer>`
function). This way, the array can be created with multiple threads, then set in one call, providing
high cache efficiency.
@@ -5,7 +5,7 @@ Your first Spatial shader
You have decided to start writing your own custom Spatial shader. Maybe you saw a cool trick
online that was done with shaders, or you have found that the
:ref:`SpatialMaterial <class_SpatialMaterial>` isn't quite meeting your needs. Either way,
:ref:`StandardMaterial3D <class_StandardMaterial3D>` isn't quite meeting your needs. Either way,
you have decided to write your own and now you need figure out where to start.
This tutorial will explain how to write a Spatial shader and will cover more topics than the
@@ -17,7 +17,7 @@ of making a procedural planet like the one below:
This tutorial assumes you are familiar with how to set up a basic scene including:
a :ref:`Camera <class_Camera>`, a :ref:`light source <class_OmniLight>`, a
:ref:`Mesh Instance <class_MeshInstance>` with a :ref:`Primitive Mesh <class_PrimitiveMesh>`,
and applying a :ref:`Spatial Material <class_SpatialMaterial>` to the mesh. The focus will be on using
and applying a :ref:`StandardMaterial3D <class_StandardMaterial3D>` to the mesh. The focus will be on using
the :ref:`Viewport <class_Viewport>` to dynamically create textures that can be applied to the mesh.
In this tutorial, we'll cover the following topics:
@@ -75,15 +75,15 @@ apply to the sphere.
Applying the texture
--------------------
MeshInstance > GeometryInstance > Geometry > Material Override > ``New SpatialMaterial``:
MeshInstance > GeometryInstance > Geometry > Material Override > ``New StandardMaterial3D``:
Now we go into the :ref:`Mesh Instance <class_MeshInstance>` and add a :ref:`Spatial Material <class_SpatialMaterial>`
Now we go into the :ref:`Mesh Instance <class_MeshInstance>` and add a :ref:`StandardMaterial3D <class_StandardMaterial3D>`
to it. No need for a special :ref:`Shader Material <class_ShaderMaterial>` (although that would be a good idea
for more advanced effects, like the atmosphere in the example above).
MeshInstance > GeometryInstance > Geometry > Material Override > ``click`` / ``Edit``:
Open the newly created :ref:`Spatial Material <class_SpatialMaterial>` and scroll down to the "Albedo" section
Open the newly created :ref:`StandardMaterial3D <class_StandardMaterial3D>` and scroll down to the "Albedo" section
and click beside the "Texture" property to add an Albedo Texture. Here we will apply the texture we made.
Choose "New ViewportTexture"
@@ -119,7 +119,7 @@ the sphere in a nice way? One solution is to use a function that repeats on the
Not too bad. If you look around, you can see that the seam has now disappeared, but in its place, we
have pinching at the poles. This pinching is due to the way Godot maps textures to spheres in its
:ref:`Spatial Material <class_SpatialMaterial>`. It uses a projection technique called equirectangular
:ref:`StandardMaterial3D <class_StandardMaterial3D>`. It uses a projection technique called equirectangular
projection, which translates a spherical map onto a 2D plane.
.. note:: If you are interested in a little extra information on the technique, we will be converting from