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