From 4a2ff5b6f2b8afea910b472ef1f19ed08ffec107 Mon Sep 17 00:00:00 2001 From: lawnjelly Date: Wed, 17 Mar 2021 17:25:32 +0000 Subject: [PATCH] Add to software skinning classref note about custom shaders Added note to say that custom shaders operate on VERTEX after the transform with software skinning rather than before (as is the case with hardware skinning). --- doc/classes/ProjectSettings.xml | 1 + 1 file changed, 1 insertion(+) diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index c708ef9a245..c2e467b3ab6 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1046,6 +1046,7 @@ If [code]true[/code], performs 2D skinning on the CPU rather than the GPU. This provides greater compatibility with a wide range of hardware, and also may be faster in some circumstances. Currently only available when [member rendering/batching/options/use_batching] is active. [b]Note:[/b] Antialiased software skinned polys are not supported, and will be rendered without antialiasing. + [b]Note:[/b] Custom shaders that use the [code]VERTEX[/code] built-in operate with [code]VERTEX[/code] position [i]after[/i] skinning, whereas with hardware skinning, [code]VERTEX[/code] is the position [i]before[/i] skinning. If [code]true[/code], forces snapping of vertices to pixels in 2D rendering. May help in some pixel art styles.