Finish documenting VisualServer
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@@ -11,6 +11,7 @@
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</description>
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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/optimization/using_multimesh.html</link>
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</tutorials>
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<methods>
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<method name="get_aabb" qualifiers="const">
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@@ -87,7 +88,7 @@
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<argument index="1" name="custom_data" type="Color">
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</argument>
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<description>
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Sets custom data for a specific instance. Although [Color] is used, it is just a container for 4 numbers.
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Sets custom data for a specific instance. Although [Color] is used, it is just a container for 4 floating point numbers. The format of the number can change depending on the [enum CustomDataFormat] used.
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</description>
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</method>
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<method name="set_instance_transform">
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@@ -153,7 +154,7 @@
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Use when you are not using per-instance custom data.
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</constant>
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<constant name="CUSTOM_DATA_8BIT" value="1" enum="CustomDataFormat">
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Compress custom_data into 8 bits when passing to shader. This uses less memory and can be faster, but loses precision.
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Compress custom_data into 8 bits when passing to shader. This uses less memory and can be faster, but loses precision and range. Floats packed into 8 bits can only represent values between 0 and 1, numbers outside that range will be clamped.
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</constant>
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<constant name="CUSTOM_DATA_FLOAT" value="2" enum="CustomDataFormat">
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The [Color] passed into [method set_instance_custom_data] will use 4 floats. Use this for highest precision.
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