linked tutorials in the classref

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clayjohn 2019-03-12 22:48:18 -07:00
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Casts light in a 2D environment. Light is defined by a (usually grayscale) texture, a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related). Note that Light2D can be used as a mask. Casts light in a 2D environment. Light is defined by a (usually grayscale) texture, a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related). Note that Light2D can be used as a mask.
</description> </description>
<tutorials> <tutorials>
<link>http://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link>
</tutorials> </tutorials>
<demos> <demos>
</demos> </demos>

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Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must be provided with an [OccluderPolygon2D] in order for the shadow to be computed. Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must be provided with an [OccluderPolygon2D] in order for the shadow to be computed.
</description> </description>
<tutorials> <tutorials>
<link>http://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link>
</tutorials> </tutorials>
<demos> <demos>
</demos> </demos>

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<description> <description>
</description> </description>
<tutorials> <tutorials>
<link>http://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html</link>
</tutorials> </tutorials>
<demos> <demos>
</demos> </demos>

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Since instances may have any behavior, the AABB used for visibility must be provided by the user. Since instances may have any behavior, the AABB used for visibility must be provided by the user.
</description> </description>
<tutorials> <tutorials>
<link>http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
</tutorials> </tutorials>
<demos> <demos>
</demos> </demos>

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This is useful to optimize the rendering of a high amount of instances of a given mesh (for example tree in a forest or grass strands). This is useful to optimize the rendering of a high amount of instances of a given mesh (for example tree in a forest or grass strands).
</description> </description>
<tutorials> <tutorials>
<link>http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
<link>http://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html</link>
</tutorials> </tutorials>
<demos> <demos>
</demos> </demos>

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Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
</description> </description>
<tutorials> <tutorials>
<link>http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link>
</tutorials> </tutorials>
<demos> <demos>
</demos> </demos>

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A material that uses a custom [Shader] program to render either items to screen or process particles. You can create multiple materials for the same shader but configure different values for the uniforms defined in the shader. A material that uses a custom [Shader] program to render either items to screen or process particles. You can create multiple materials for the same shader but configure different values for the uniforms defined in the shader.
</description> </description>
<tutorials> <tutorials>
<link>http://docs.godotengine.org/en/latest/tutorials/shading/index.html</link>
</tutorials> </tutorials>
<demos> <demos>
</demos> </demos>

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<description> <description>
</description> </description>
<tutorials> <tutorials>
<link>http://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html</link>
</tutorials> </tutorials>
<demos> <demos>
</demos> </demos>