From fec78c3c042c30964af84c308f8da4bac2b6737c Mon Sep 17 00:00:00 2001 From: Michael Alexsander Date: Fri, 17 Apr 2020 15:59:13 -0300 Subject: [PATCH] Fix some more errors --- development/file_formats/tscn.rst | 2 +- .../scripting/gdscript/gdscript_exports.rst | 4 ++-- tutorials/optimization/using_multimesh.rst | 2 +- .../your_first_shader/your_first_spatial_shader.rst | 2 +- tutorials/viewports/using_viewport_as_texture.rst | 10 +++++----- 5 files changed, 10 insertions(+), 10 deletions(-) diff --git a/development/file_formats/tscn.rst b/development/file_formats/tscn.rst index 703956d7c..06c158c3f 100644 --- a/development/file_formats/tscn.rst +++ b/development/file_formats/tscn.rst @@ -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: diff --git a/getting_started/scripting/gdscript/gdscript_exports.rst b/getting_started/scripting/gdscript/gdscript_exports.rst index 2f15eeadf..03ec056e3 100644 --- a/getting_started/scripting/gdscript/gdscript_exports.rst +++ b/getting_started/scripting/gdscript/gdscript_exports.rst @@ -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() ` +after setting the exported variable's value. diff --git a/tutorials/optimization/using_multimesh.rst b/tutorials/optimization/using_multimesh.rst index fd8438893..5e308a45e 100644 --- a/tutorials/optimization/using_multimesh.rst +++ b/tutorials/optimization/using_multimesh.rst @@ -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() ` +:ref:`VisualServer.multimesh_set_buffer() ` function). This way, the array can be created with multiple threads, then set in one call, providing high cache efficiency. diff --git a/tutorials/shading/your_first_shader/your_first_spatial_shader.rst b/tutorials/shading/your_first_shader/your_first_spatial_shader.rst index ec304cd86..4eeec16e4 100644 --- a/tutorials/shading/your_first_shader/your_first_spatial_shader.rst +++ b/tutorials/shading/your_first_shader/your_first_spatial_shader.rst @@ -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 ` isn't quite meeting your needs. Either way, +:ref:`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 diff --git a/tutorials/viewports/using_viewport_as_texture.rst b/tutorials/viewports/using_viewport_as_texture.rst index 225d65645..3cc370b83 100644 --- a/tutorials/viewports/using_viewport_as_texture.rst +++ b/tutorials/viewports/using_viewport_as_texture.rst @@ -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 `, a :ref:`light source `, a :ref:`Mesh Instance ` with a :ref:`Primitive Mesh `, -and applying a :ref:`Spatial Material ` to the mesh. The focus will be on using +and applying a :ref:`StandardMaterial3D ` to the mesh. The focus will be on using the :ref:`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 ` and add a :ref:`Spatial Material ` +Now we go into the :ref:`Mesh Instance ` and add a :ref:`StandardMaterial3D ` to it. No need for a special :ref:`Shader Material ` (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 ` and scroll down to the "Albedo" section +Open the newly created :ref:`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 `. It uses a projection technique called equirectangular +:ref:`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