summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorAaron Franke <arnfranke@yahoo.com>2022-07-23 20:02:58 -0500
committerAaron Franke <arnfranke@yahoo.com>2022-07-23 20:05:16 -0500
commit286ae1f7faed8ab6ffcc3b34c5d662a3e1298cfe (patch)
tree16e3abc629030c4e4dbe79cfcb5b52190786525d
parent75f93167f711387d2d45b182895d7c01503e66e3 (diff)
Document what the Z component is used for in BaseMaterial3D UV coords
-rw-r--r--doc/classes/BaseMaterial3D.xml8
1 files changed, 4 insertions, 4 deletions
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml
index d3ae85101d..b3cea7217e 100644
--- a/doc/classes/BaseMaterial3D.xml
+++ b/doc/classes/BaseMaterial3D.xml
@@ -374,10 +374,10 @@
[b]Note:[/b] This is only effective for objects whose geometry is point-based rather than triangle-based. See also [member point_size].
</member>
<member name="uv1_offset" type="Vector3" setter="set_uv1_offset" getter="get_uv1_offset" default="Vector3(0, 0, 0)">
- How much to offset the [code]UV[/code] coordinates. This amount will be added to [code]UV[/code] in the vertex function. This can be used to offset a texture.
+ How much to offset the [code]UV[/code] coordinates. This amount will be added to [code]UV[/code] in the vertex function. This can be used to offset a texture. The Z component is used when [member uv1_triplanar] is enabled, but it is not used anywhere else.
</member>
<member name="uv1_scale" type="Vector3" setter="set_uv1_scale" getter="get_uv1_scale" default="Vector3(1, 1, 1)">
- How much to scale the [code]UV[/code] coordinates. This is multiplied by [code]UV[/code] in the vertex function.
+ How much to scale the [code]UV[/code] coordinates. This is multiplied by [code]UV[/code] in the vertex function. The Z component is used when [member uv1_triplanar] is enabled, but it is not used anywhere else.
</member>
<member name="uv1_triplanar" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], instead of using [code]UV[/code] textures will use a triplanar texture lookup to determine how to apply textures. Triplanar uses the orientation of the object's surface to blend between texture coordinates. It reads from the source texture 3 times, once for each axis and then blends between the results based on how closely the pixel aligns with each axis. This is often used for natural features to get a realistic blend of materials. Because triplanar texturing requires many more texture reads per-pixel it is much slower than normal UV texturing. Additionally, because it is blending the texture between the three axes, it is unsuitable when you are trying to achieve crisp texturing.
@@ -389,10 +389,10 @@
If [code]true[/code], triplanar mapping for [code]UV[/code] is calculated in world space rather than object local space. See also [member uv1_triplanar].
</member>
<member name="uv2_offset" type="Vector3" setter="set_uv2_offset" getter="get_uv2_offset" default="Vector3(0, 0, 0)">
- How much to offset the [code]UV2[/code] coordinates. This amount will be added to [code]UV2[/code] in the vertex function. This can be used to offset a texture.
+ How much to offset the [code]UV2[/code] coordinates. This amount will be added to [code]UV2[/code] in the vertex function. This can be used to offset a texture. The Z component is used when [member uv2_triplanar] is enabled, but it is not used anywhere else.
</member>
<member name="uv2_scale" type="Vector3" setter="set_uv2_scale" getter="get_uv2_scale" default="Vector3(1, 1, 1)">
- How much to scale the [code]UV2[/code] coordinates. This is multiplied by [code]UV2[/code] in the vertex function.
+ How much to scale the [code]UV2[/code] coordinates. This is multiplied by [code]UV2[/code] in the vertex function. The Z component is used when [member uv2_triplanar] is enabled, but it is not used anywhere else.
</member>
<member name="uv2_triplanar" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], instead of using [code]UV2[/code] textures will use a triplanar texture lookup to determine how to apply textures. Triplanar uses the orientation of the object's surface to blend between texture coordinates. It reads from the source texture 3 times, once for each axis and then blends between the results based on how closely the pixel aligns with each axis. This is often used for natural features to get a realistic blend of materials. Because triplanar texturing requires many more texture reads per-pixel it is much slower than normal UV texturing. Additionally, because it is blending the texture between the three axes, it is unsuitable when you are trying to achieve crisp texturing.