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authorskyace65 <trekie96@hotmail.com>2022-01-09 15:03:33 -0500
committerskyace65 <trekie96@hotmail.com>2022-01-09 15:03:33 -0500
commitd8560744883584f220a20d66879162c902726a27 (patch)
treef547e5b76aa8fd1862f340af59bd3147dc07dce4
parent5a61822d7ccab39b00ddd5c9bcc01fb04112b976 (diff)
Fix normal map description
-rw-r--r--doc/classes/BaseMaterial3D.xml4
-rw-r--r--doc/classes/MeshInstance2D.xml2
-rw-r--r--doc/classes/MultiMeshInstance2D.xml2
3 files changed, 4 insertions, 4 deletions
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml
index 7a2120379f..6f660c9a88 100644
--- a/doc/classes/BaseMaterial3D.xml
+++ b/doc/classes/BaseMaterial3D.xml
@@ -158,7 +158,7 @@
</member>
<member name="detail_normal" type="Texture2D" setter="set_texture" getter="get_texture">
Texture that specifies the per-pixel normal of the detail overlay.
- [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
+ [b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
</member>
<member name="detail_uv_layer" type="int" setter="set_detail_uv" getter="get_detail_uv" enum="BaseMaterial3D.DetailUV" default="0">
Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail layer. See [enum DetailUV] for options.
@@ -255,7 +255,7 @@
<member name="normal_texture" type="Texture2D" setter="set_texture" getter="get_texture">
Texture used to specify the normal at a given pixel. The [code]normal_texture[/code] only uses the red and green channels; the blue and alpha channels are ignored. The normal read from [code]normal_texture[/code] is oriented around the surface normal provided by the [Mesh].
[b]Note:[/b] The mesh must have both normals and tangents defined in its vertex data. Otherwise, the normal map won't render correctly and will only appear to darken the whole surface. If creating geometry with [SurfaceTool], you can use [method SurfaceTool.generate_normals] and [method SurfaceTool.generate_tangents] to automatically generate normals and tangents respectively.
- [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
+ [b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
</member>
<member name="orm_texture" type="Texture2D" setter="set_texture" getter="get_texture">
</member>
diff --git a/doc/classes/MeshInstance2D.xml b/doc/classes/MeshInstance2D.xml
index 6873edb3ae..5d5471c570 100644
--- a/doc/classes/MeshInstance2D.xml
+++ b/doc/classes/MeshInstance2D.xml
@@ -15,7 +15,7 @@
</member>
<member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map">
The normal map that will be used if using the default [CanvasItemMaterial].
- [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
+ [b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
</member>
<member name="texture" type="Texture2D" setter="set_texture" getter="get_texture">
The [Texture2D] that will be used if using the default [CanvasItemMaterial]. Can be accessed as [code]TEXTURE[/code] in CanvasItem shader.
diff --git a/doc/classes/MultiMeshInstance2D.xml b/doc/classes/MultiMeshInstance2D.xml
index 328ddff0eb..be01d96b5d 100644
--- a/doc/classes/MultiMeshInstance2D.xml
+++ b/doc/classes/MultiMeshInstance2D.xml
@@ -15,7 +15,7 @@
</member>
<member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map">
The normal map that will be used if using the default [CanvasItemMaterial].
- [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
+ [b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
</member>
<member name="texture" type="Texture2D" setter="set_texture" getter="get_texture">
The [Texture2D] that will be used if using the default [CanvasItemMaterial]. Can be accessed as [code]TEXTURE[/code] in CanvasItem shader.