linked tutorials in the classref
(cherry picked from commit 67446ff733
)
This commit is contained in:
parent
57f19fd8ee
commit
77c26d3260
|
@ -7,6 +7,7 @@
|
||||||
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>
|
||||||
|
|
|
@ -7,6 +7,7 @@
|
||||||
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>
|
||||||
|
|
|
@ -5,6 +5,7 @@
|
||||||
<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>
|
||||||
|
|
|
@ -10,6 +10,7 @@
|
||||||
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>
|
||||||
|
|
|
@ -8,6 +8,8 @@
|
||||||
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>
|
||||||
|
|
|
@ -8,6 +8,7 @@
|
||||||
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>
|
||||||
|
|
|
@ -7,6 +7,7 @@
|
||||||
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>
|
||||||
|
|
|
@ -5,6 +5,7 @@
|
||||||
<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>
|
||||||
|
|
Loading…
Reference in New Issue