linked tutorials in the classref
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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.
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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.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link>http://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link>
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</tutorials>
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</tutorials>
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<demos>
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<demos>
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</demos>
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</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.
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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.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link>http://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link>
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</tutorials>
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</tutorials>
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<demos>
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<demos>
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</demos>
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</demos>
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<description>
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<description>
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link>http://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html</link>
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</tutorials>
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</tutorials>
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<demos>
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<demos>
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</demos>
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</demos>
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Since instances may have any behavior, the AABB used for visibility must be provided by the user.
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Since instances may have any behavior, the AABB used for visibility must be provided by the user.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link>http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
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</tutorials>
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</tutorials>
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<demos>
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<demos>
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</demos>
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</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).
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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).
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link>http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
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<link>http://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html</link>
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</tutorials>
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</tutorials>
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<demos>
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<demos>
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</demos>
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</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.
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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.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link>http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link>
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</tutorials>
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</tutorials>
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<demos>
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<demos>
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</demos>
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</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.
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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.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link>http://docs.godotengine.org/en/latest/tutorials/shading/index.html</link>
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</tutorials>
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</tutorials>
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<demos>
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<demos>
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</demos>
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</demos>
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<description>
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<description>
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link>http://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html</link>
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</tutorials>
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</tutorials>
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<demos>
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<demos>
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</demos>
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</demos>
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