Merge pull request #41960 from Calinou/doc-sprite3d
Update and complete the Sprite3D and SpriteBase3D class documentations
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2 changed files with 10 additions and 5 deletions
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2D sprite node in a 3D world.
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</brief_description>
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<description>
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A node that displays a 2D texture in a 3D environment. The texture displayed can be a region from a larger atlas texture, or a frame from a sprite sheet animation.
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[b]Note:[/b] There are [url=https://github.com/godotengine/godot/issues/20855]known performance issues[/url] when using [Sprite3D]. Consider using a [MeshInstance3D] with a [QuadMesh] as the mesh instead. You can still have billboarding by enabling billboard properties in the QuadMesh's [StandardMaterial3D].
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A node that displays a 2D texture in a 3D environment. The texture displayed can be a region from a larger atlas texture, or a frame from a sprite sheet animation. See also [SpriteBase3D] where properties such as the billboard mode are defined.
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</description>
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<tutorials>
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</tutorials>
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2D sprite node in 3D environment.
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</brief_description>
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<description>
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A node that displays 2D texture information in a 3D environment.
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A node that displays 2D texture information in a 3D environment. See also [Sprite3D] where many other properties are defined.
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</description>
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<tutorials>
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</tutorials>
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<return type="TriangleMesh">
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</return>
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<description>
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Returns a [TriangleMesh] with the sprite's vertices following its current configuration (such as its [member axis] and [member pixel_size]).
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</description>
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</method>
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<method name="get_draw_flag" qualifiers="const">
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<argument index="1" name="enabled" type="bool">
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</argument>
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<description>
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If [code]true[/code], the specified flag will be enabled.
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If [code]true[/code], the specified flag will be enabled. See [enum SpriteBase3D.DrawFlags] for a list of flags.
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</description>
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</method>
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</methods>
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<members>
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<member name="alpha_cut" type="int" setter="set_alpha_cut_mode" getter="get_alpha_cut_mode" enum="SpriteBase3D.AlphaCutMode" default="0">
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The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for possible values.
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</member>
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<member name="axis" type="int" setter="set_axis" getter="get_axis" enum="Vector3.Axis" default="2">
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The direction in which the front of the texture faces.
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</member>
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<member name="billboard" type="int" setter="set_billboard_mode" getter="get_billboard_mode" enum="BaseMaterial3D.BillboardMode" default="0">
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The billboard mode to use for the sprite. See [enum BaseMaterial3D.BillboardMode] for possible values.
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</member>
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<member name="centered" type="bool" setter="set_centered" getter="is_centered" default="true">
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If [code]true[/code], texture will be centered.
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If set, lights in the environment affect the sprite.
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</constant>
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<constant name="FLAG_DOUBLE_SIDED" value="2" enum="DrawFlags">
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If set, texture can be seen from the back as well, if not, it is invisible when looking at it from behind.
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If set, texture can be seen from the back as well. If not, the texture is invisible when looking at it from behind.
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</constant>
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<constant name="FLAG_MAX" value="3" enum="DrawFlags">
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Represents the size of the [enum DrawFlags] enum.
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</constant>
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<constant name="ALPHA_CUT_DISABLED" value="0" enum="AlphaCutMode">
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This mode performs standard alpha blending. It can display translucent areas, but transparency sorting issues may be visible when multiple transparent materials are overlapping.
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</constant>
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<constant name="ALPHA_CUT_DISCARD" value="1" enum="AlphaCutMode">
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This mode only allows fully transparent or fully opaque pixels. Harsh edges will be visible unless some form of screen-space antialiasing is enabled (see [member ProjectSettings.rendering/quality/screen_filters/screen_space_aa]). On the bright side, this mode doesn't suffer from transparency sorting issues when multiple transparent materials are overlapping. This mode is also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].
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</constant>
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<constant name="ALPHA_CUT_OPAQUE_PREPASS" value="2" enum="AlphaCutMode">
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This mode draws fully opaque pixels in the depth prepass. This is slower than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it allows displaying translucent areas and smooth edges while using proper sorting.
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</constant>
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</constants>
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</class>
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