From a86ed339a47ab18eb90461eccc9d2abc3284898c Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Sat, 19 Dec 2020 18:16:52 +0100 Subject: [PATCH] Document how to solve UV jittering when using large procedural meshes --- doc/classes/BoxMesh.xml | 1 + doc/classes/PlaneMesh.xml | 1 + 2 files changed, 2 insertions(+) diff --git a/doc/classes/BoxMesh.xml b/doc/classes/BoxMesh.xml index 88d22ac899f..8a1b9e939ef 100644 --- a/doc/classes/BoxMesh.xml +++ b/doc/classes/BoxMesh.xml @@ -6,6 +6,7 @@ Generate an axis-aligned box [PrimitiveMesh]. The box's UV layout is arranged in a 3×2 layout that allows texturing each face individually. To apply the same texture on all faces, change the material's UV property to [code]Vector3(3, 2, 1)[/code]. + [b]Note:[/b] When using a large textured [BoxMesh] (e.g. as a floor), you may stumble upon UV jittering issues depending on the camera angle. To solve this, increase [member subdivide_depth], [member subdivide_height] and [member subdivide_width] until you no longer notice UV jittering. diff --git a/doc/classes/PlaneMesh.xml b/doc/classes/PlaneMesh.xml index 2081442e04b..333d687e917 100644 --- a/doc/classes/PlaneMesh.xml +++ b/doc/classes/PlaneMesh.xml @@ -5,6 +5,7 @@ Class representing a planar [PrimitiveMesh]. This flat mesh does not have a thickness. By default, this mesh is aligned on the X and Z axes; this default rotation isn't suited for use with billboarded materials. For billboarded materials, use [QuadMesh] instead. + [b]Note:[/b] When using a large textured [PlaneMesh] (e.g. as a floor), you may stumble upon UV jittering issues depending on the camera angle. To solve this, increase [member subdivide_depth] and [member subdivide_width] until you no longer notice UV jittering.