Commit Graph
446 Commits
Author SHA1 Message Date
Hugo Locurcio 8373007666 Document AMD FidelityFX Super Resolution 2.2 support
This documents its use both as an upscaling method and an antialiasing
method.
2023-11-24 21:55:31 +01:00
Hugo Locurcio d07baf3836 Document alpha antialiasing in Standard Material 3D
- Fix a typo in 3D rendering limitations.
2023-11-15 20:16:03 +01:00
Hugo Locurcio f9817954c7 Remove unused images
This reduces the size of ZIP downloads for offline reading.

Unused images were found by running `_tools/list-unused-images.sh`.
These images were used in Godot 2.x and 3.x documentation,
but have been replaced by remade images with different names since.
2023-11-13 21:57:19 +01:00
Hugo Locurcio 071d49a489 Fix various cases of unused images
Some of these images were duplicates or not relevant anymore,
so they have been removed entirely. Others have had their links fixed
or added where relevant.
2023-11-07 18:04:26 +01:00
skyace65 617026ac70 Update 3D particles pages for 4.2 2023-11-04 16:09:52 -04:00
Hugo Locurcio 2b3c3c3ef4 Document source_color shader hint being relevant for 2D HDR 2023-11-01 19:25:04 +01:00
Paul Joannon a60ab49aac Fix some forgotten lowercase x/y/z 2023-10-21 21:23:01 +02:00
Max Hilbrunner c3550c951b Merge pull request #8285 from Calinou/environment-glow-2d
Document glow in 2D in Environment and post-processing
2023-10-21 18:35:49 +02:00
Max Hilbrunner 8e327b11c4 Merge pull request #8272 from clayjohn/ImmediateMesh
Update references to the ImmediateMesh in the Procedural Geometry tutorial
2023-10-21 12:00:46 +02:00
Hugo Locurcio 9d313cfb8d Document new denoisers and properties in Using Lightmap global illumination
This also updates List of features to be up-to-date with Godot 4.2's
3D rendering features.
2023-10-20 22:51:29 +02:00
Hugo Locurcio 02ee80a0c8 Document glow in 2D in Environment and post-processing
This also documents using glow as a blurring solution
(e.g. for menu background blur), which is a common question
on support platforms.

The reference to an outdated quality setting in the depth of field
properties was also updated.
2023-10-19 23:47:37 +02:00
clayjohn f23d6b0e71 Update references to the ImmediateMesh in the Procedural Geometry tutorial 2023-10-19 01:04:50 +02:00
Max Hilbrunner 9e0c1b23f1 Merge pull request #8233 from Calinou/visibility-ranges-visibility-parent
Document Visibility Parent functionality in Visibility Ranges
2023-10-15 01:44:49 +02:00
Hugo Locurcio 1f2e51f556 Document Visibility Parent functionality in Visibility Ranges
This is an easier (and more flexible) way of creating HLOD setups
with less manual work required.
2023-10-13 00:10:17 +02:00
Hugo Locurcio 15303f5141 Document setting up Blender-style transform shortcuts in Introduction to 3D 2023-10-12 23:44:39 +02:00
Matthew 5d47cecebb Merge pull request #7830 from aaronfranke/split-importing-3d-scenes
Split the "Importing 3D scenes" article into multiple pages
2023-10-05 23:02:19 -04:00
Hugo Locurcio 663dfe0d65 Clarify hiding lights doesn't disable baking in Using LightmapGI 2023-10-05 22:31:10 +02:00
skyace65 1ae0eff971 Fix Build issue 2023-10-02 21:19:42 -04:00
Matthew 2edd9014a3 Merge pull request #8101 from jwd83/patch-1
Update trails.rst
2023-10-02 10:52:07 +02:00
Aaron Franke 7d9ab84ac1 Split the "Importing 3D scenes" article into multiple pages 2023-10-01 13:11:36 -05:00
Aaron Franke 3407328860 Fix typos: "modelling" -> "modeling" 2023-10-01 12:52:25 -05:00
Hugo Locurcio 72e6c2943f Document Forward+ limitations with decal and reflection probe rendering
This is already present in the 3D lights and shadows documentation.
2023-09-27 03:05:39 +02:00
Hugo Locurcio b68b12ebaa Document particle flipbook animation in 2D, improve existing 3D flipbook docs
- Fix FPS formula which was inverted (it calculated the time per frame).
2023-09-21 00:02:19 +02:00
Milan Gruner ed7b0374cc Add documentation for render mode fog_disabled and Disable Fog in BaseMaterial3D 2023-09-05 21:44:20 +02:00
Clay John 0ee95aa57d Document more array formats that can be used in vertex arrays 2023-08-11 11:45:18 +02:00
Alexander Black 0b65822dcf Fix typo 2023-07-25 19:47:36 +01:00
Andrew Jakubowicz ac79471242 Fix typo in resolution_scaling.rst
Fixes typo by removing erroneous letter `y`. `cany` -> `can`.

Typo is located here: https://docs.godotengine.org/en/latest/tutorials/3d/resolution_scaling.html#:~:text=3D%20section%2C%20you-,cany,-find%20several%20options

Thank you for such a great game engine!
2023-06-11 21:46:54 -07:00
Max Hilbrunner 485116d8a3 Character and typo fixes 2023-05-31 18:07:27 +02:00
hakro 5f75ad7712 Update standard_material_3d.rst
No Depth Test, is below, not above.
2023-05-21 02:43:07 +02:00
Max Hilbrunner 3fb3f67b86 Merge pull request #7340 from Calinou/volumetric-fog-noisetexture3d 2023-05-18 13:34:08 +02:00
Max HilbrunnerandDoug Thompson 72c0af46b2 Snake-case .tscn, .gd and _on_* callbacks
Co-authored-by: Doug Thompson <s-git@dougthompson.co.uk>
2023-05-18 12:46:58 +02:00
yashm 8a09a24999 Fix typo in lights_and_shadows.rst (#7363) 2023-05-18 02:19:37 +02:00
Max HilbrunnerandClay John a6b2a75cba Update tutorials/3d/volumetric_fog.rst
Co-authored-by: Clay John <claynjohn@gmail.com>
2023-05-16 01:13:58 +02:00
James Czekaj 5cd0f2aa31 Add section mentioning "export as glTF" to CSG docs page (#7324) 2023-05-15 01:42:06 +02:00
Max Hilbrunner 2ecaa55726 Merge pull request #7341 from Calinou/volumetric-fog-quadmesh 2023-05-13 22:17:45 +02:00
Hugo Locurcio c9f04ae816 Document faking volumetric fog using QuadMeshes
In some cases, it may be better to use specially configured QuadMeshes
as an alternative to volumetric fog.

- Quads work with any rendering method, including Forward Mobile and Compatibility.
- Quads do not require temporal reprojection to look smooth, which makes
  them suited to fast-moving dynamic effects such as lasers. They can also
  represent small details which volumetric fog cannot do efficiently.
- Quads generally have a lower performance cost than volumetric fog
  (with some exceptions).
2023-05-12 20:40:34 +02:00
Hugo Locurcio 4356a7f8dc Document using NoiseTexture3D with FogMaterial in Volumetric fog
This also adds a tip about using a NoiseTexture3D as particle attractor
vector field texture.
2023-05-12 19:54:51 +02:00
Patrick 60da673ced Mention Spatial -> Node3D rename in Introduction docs 2023-05-11 23:31:43 +02:00
Hugo Locurcio 5534016ac1 Document UV2 generation for primitive meshes and VRAM caveats in Using LightmapGI 2023-05-08 20:10:34 +02:00
34350f8a12 Document StandardMaterial3D refraction limitations (#7301)
Co-authored-by: Clay John <claynjohn@gmail.com>
Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
2023-05-08 16:03:43 +02:00
skyace65 5a93a4cd9c Update image on standard material page 2023-04-30 19:41:12 -04:00
and-radandHugo Locurcio 332399538b Add 3D particles documentation (#5535)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-04-30 14:25:13 +02:00
Yuri Sizov 0606a8ed38 Move tutorial ZIPs to a dedicated repository 2023-04-26 10:42:20 +02:00
Max Hilbrunner 64a3b465c2 Update SFC to Godot Foundation, old URLs 2023-04-17 23:53:52 +02:00
Mateus Elias 8e7ed802b0 fix(tutorials/3d/procedural_geometry): ImmediateMesh tutorial adjusted 2023-04-08 09:34:53 -03:00
Hugo Locurcio 99aac88083 Fix incorrect :abbr: usage for abbreviation display
Previously, some abbreviations would display their full form in the text
and the abbreviation in the tooltip. It should be the other way around.
2023-04-07 22:47:30 +02:00
Tom McLeanandClay John 78b978c9bd Fix references to DEPTH_TEXTURE and SCREEN_TEXTURE (#7119)
* Fix references to DEPTH_TEXTURE

---------

Co-authored-by: Clay John <claynjohn@gmail.com>
2023-04-07 18:32:25 +02:00
devSomethingSomethingandClay John 32efbe064f Fix typo in introduction_to_3d.rst (#7122)
* Fix typo in introduction_to_3d.rst

* Update number of hyphens in tutorials/3d/introduction_to_3d.rst

Co-authored-by: Clay John <claynjohn@gmail.com>

---------

Co-authored-by: Clay John <claynjohn@gmail.com>
2023-04-06 09:27:56 -07:00
Hugo Locurcio 96137165b3 Add comparison images to 3D rendering limitations (#7120)
This helps readers understand issues if they can notice them
in their project, but don't know by name what issue it is.
2023-04-05 14:17:07 -07:00
Hugo Locurcio 96eb7d05ff Document SDFGI sharp reflections only working on opaque materials
Transparent materials only use rough reflections, likely for
performance reasons.
2023-03-24 21:08:25 +01:00