Document Viewports rendering upside-down by default
This was fixed in `master`, but the default behavior can't be changed
in `3.x` for compatibility reasons.
(cherry picked from commit 6b26012284
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Viewports can also choose to be audio listeners, so they generate positional audio depending on a 2D or 3D camera child of it.
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Also, viewports can be assigned to different screens in case the devices have multiple screens.
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Finally, viewports can also behave as render targets, in which case they will not be visible unless the associated texture is used to draw.
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[b]Note:[/b] By default, a newly created Viewport in Godot 3.x will appear to be upside down. Enabling [member render_target_v_flip] will display the Viewport with the correct orientation.
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</description>
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<tutorials>
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<link title="Viewport and canvas transforms">https://docs.godotengine.org/en/3.4/tutorials/2d/2d_transforms.html</link>
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The update mode when viewport used as a render target.
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</member>
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<member name="render_target_v_flip" type="bool" setter="set_vflip" getter="get_vflip" default="false">
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If [code]true[/code], the result of rendering will be flipped vertically.
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If [code]true[/code], the result of rendering will be flipped vertically. Since Viewports in Godot 3.x render upside-down, it's recommended to set this to [code]true[/code] in most situations.
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</member>
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<member name="shadow_atlas_quad_0" type="int" setter="set_shadow_atlas_quadrant_subdiv" getter="get_shadow_atlas_quadrant_subdiv" enum="Viewport.ShadowAtlasQuadrantSubdiv" default="2">
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The subdivision amount of the first quadrant on the shadow atlas.
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