Merge pull request #63857 from Calinou/doc-camera3d-frustum-offset-projection
Document Camera3D's frustum offset property requiring Frustum projection
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<argument index="2" name="z_near" type="float" />
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<argument index="3" name="z_far" type="float" />
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<description>
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Sets the camera projection to frustum mode (see [constant PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in world space units.
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Sets the camera projection to frustum mode (see [constant PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in world space units. See also [member frustum_offset].
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</description>
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</method>
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<method name="set_orthogonal">
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</member>
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<member name="frustum_offset" type="Vector2" setter="set_frustum_offset" getter="get_frustum_offset" default="Vector2(0, 0)">
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The camera's frustum offset. This can be changed from the default to create "tilted frustum" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-shearing[/url].
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[b]Note:[/b] Only effective if [member projection] is [constant PROJECTION_FRUSTUM].
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</member>
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<member name="h_offset" type="float" setter="set_h_offset" getter="get_h_offset" default="0.0">
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The horizontal (X) offset of the camera viewport.
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