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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2020-08-28 14:23:22 +0200 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2020-08-31 14:24:43 +0200 |
commit | ecc47ce2358c4ed63a22c025885b7a9ba79db215 (patch) | |
tree | eb7934082d387d1aea2c182447e37a5709daf7dc | |
parent | a258180723773eebcb3b95885f125e97a1636222 (diff) |
Document the BaseMaterial3D billboard mode not being suited for VR
See #41567.
-rw-r--r-- | doc/classes/BaseMaterial3D.xml | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index 1da4e23437..59d3dc3643 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -122,6 +122,7 @@ </member> <member name="billboard_mode" type="int" setter="set_billboard_mode" getter="get_billboard_mode" enum="BaseMaterial3D.BillboardMode" default="0"> Controls how the object faces the camera. See [enum BillboardMode]. + [b]Note:[/b] Billboard mode is not suitable for VR because the left-right vector of the camera is not horizontal when the screen is attached to your head instead of on the table. See [url=https://github.com/godotengine/godot/issues/41567]GitHub issue #41567[/url] for details. </member> <member name="blend_mode" type="int" setter="set_blend_mode" getter="get_blend_mode" enum="BaseMaterial3D.BlendMode" default="0"> The material's blend mode. |