diff options
author | Ninni Pipping <over999ships@gmail.com> | 2023-05-18 19:22:22 +0200 |
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committer | Yuri Sizov <yuris@humnom.net> | 2023-05-18 19:22:22 +0200 |
commit | 1f7a5f61444734c74d784b17e7785ea72bbf9be2 (patch) | |
tree | b0a55c78c5a42d6c7fbfcc23310baaed176d9e82 | |
parent | c37259b1812c2c4e01bea8afd13e4206ff14ded0 (diff) |
Document limitations of placeholder textures
(cherry picked from commit bd2e3770070821bcc6b3b81d8a0d2ff394a98622)
-rw-r--r-- | doc/classes/PlaceholderCubemap.xml | 1 | ||||
-rw-r--r-- | doc/classes/PlaceholderCubemapArray.xml | 1 | ||||
-rw-r--r-- | doc/classes/PlaceholderTexture2D.xml | 1 | ||||
-rw-r--r-- | doc/classes/PlaceholderTexture2DArray.xml | 1 | ||||
-rw-r--r-- | doc/classes/PlaceholderTexture3D.xml | 1 | ||||
-rw-r--r-- | doc/classes/PlaceholderTextureLayered.xml | 1 |
6 files changed, 6 insertions, 0 deletions
diff --git a/doc/classes/PlaceholderCubemap.xml b/doc/classes/PlaceholderCubemap.xml index 0892b023a2..a44799489c 100644 --- a/doc/classes/PlaceholderCubemap.xml +++ b/doc/classes/PlaceholderCubemap.xml @@ -7,6 +7,7 @@ This class is used when loading a project that uses a [Cubemap] subclass in 2 conditions: - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly. - When this subclass is missing due to using a different engine version or build (e.g. modules disabled). + [b]Note:[/b] This is not intended to be used as an actual texture for rendering. It is not guaranteed to work like one in shaders or materials (for example when calculating UV). </description> <tutorials> </tutorials> diff --git a/doc/classes/PlaceholderCubemapArray.xml b/doc/classes/PlaceholderCubemapArray.xml index c7a7e9154c..ff9f172476 100644 --- a/doc/classes/PlaceholderCubemapArray.xml +++ b/doc/classes/PlaceholderCubemapArray.xml @@ -7,6 +7,7 @@ This class is used when loading a project that uses a [CubemapArray] subclass in 2 conditions: - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly. - When this subclass is missing due to using a different engine version or build (e.g. modules disabled). + [b]Note:[/b] This is not intended to be used as an actual texture for rendering. It is not guaranteed to work like one in shaders or materials (for example when calculating UV). </description> <tutorials> </tutorials> diff --git a/doc/classes/PlaceholderTexture2D.xml b/doc/classes/PlaceholderTexture2D.xml index c889055e4d..f6a1e4bc25 100644 --- a/doc/classes/PlaceholderTexture2D.xml +++ b/doc/classes/PlaceholderTexture2D.xml @@ -7,6 +7,7 @@ This class is used when loading a project that uses a [Texture2D] subclass in 2 conditions: - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly. - When this subclass is missing due to using a different engine version or build (e.g. modules disabled). + [b]Note:[/b] This is not intended to be used as an actual texture for rendering. It is not guaranteed to work like one in shaders or materials (for example when calculating UV). </description> <tutorials> </tutorials> diff --git a/doc/classes/PlaceholderTexture2DArray.xml b/doc/classes/PlaceholderTexture2DArray.xml index a749e8c039..e5a699c7c5 100644 --- a/doc/classes/PlaceholderTexture2DArray.xml +++ b/doc/classes/PlaceholderTexture2DArray.xml @@ -7,6 +7,7 @@ This class is used when loading a project that uses a [Texture2D] subclass in 2 conditions: - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly. - When this subclass is missing due to using a different engine version or build (e.g. modules disabled). + [b]Note:[/b] This is not intended to be used as an actual texture for rendering. It is not guaranteed to work like one in shaders or materials (for example when calculating UV). </description> <tutorials> </tutorials> diff --git a/doc/classes/PlaceholderTexture3D.xml b/doc/classes/PlaceholderTexture3D.xml index ccd3c94fc2..81a1743f5b 100644 --- a/doc/classes/PlaceholderTexture3D.xml +++ b/doc/classes/PlaceholderTexture3D.xml @@ -7,6 +7,7 @@ This class is used when loading a project that uses a [Texture3D] subclass in 2 conditions: - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly. - When this subclass is missing due to using a different engine version or build (e.g. modules disabled). + [b]Note:[/b] This is not intended to be used as an actual texture for rendering. It is not guaranteed to work like one in shaders or materials (for example when calculating UV). </description> <tutorials> </tutorials> diff --git a/doc/classes/PlaceholderTextureLayered.xml b/doc/classes/PlaceholderTextureLayered.xml index 8cc6dd606a..36013159d3 100644 --- a/doc/classes/PlaceholderTextureLayered.xml +++ b/doc/classes/PlaceholderTextureLayered.xml @@ -7,6 +7,7 @@ This class is used when loading a project that uses a [TextureLayered] subclass in 2 conditions: - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly. - When this subclass is missing due to using a different engine version or build (e.g. modules disabled). + [b]Note:[/b] This is not intended to be used as an actual texture for rendering. It is not guaranteed to work like one in shaders or materials (for example when calculating UV). </description> <tutorials> </tutorials> |