summaryrefslogtreecommitdiff
path: root/doc/classes/BoxMesh.xml
diff options
context:
space:
mode:
authorRémi Verschelde <remi@verschelde.fr>2020-12-21 00:17:46 +0100
committerGitHub <noreply@github.com>2020-12-21 00:17:46 +0100
commit5f7c88ab4eb7d05e1c83ab1773cc184d376dfcc0 (patch)
treef8421587779268fa4fdab93cb5b66023e9c294d0 /doc/classes/BoxMesh.xml
parent59b3b9fa3fe941718afd99f459d4c16a9e1d0d09 (diff)
parenta86ed339a47ab18eb90461eccc9d2abc3284898c (diff)
Merge pull request #44525 from Calinou/doc-procedural-mesh-uv-jittering
Document how to solve UV jittering when using large procedural meshes
Diffstat (limited to 'doc/classes/BoxMesh.xml')
-rw-r--r--doc/classes/BoxMesh.xml1
1 files changed, 1 insertions, 0 deletions
diff --git a/doc/classes/BoxMesh.xml b/doc/classes/BoxMesh.xml
index 88d22ac899..8a1b9e939e 100644
--- a/doc/classes/BoxMesh.xml
+++ b/doc/classes/BoxMesh.xml
@@ -6,6 +6,7 @@
<description>
Generate an axis-aligned box [PrimitiveMesh].
The box's UV layout is arranged in a 3×2 layout that allows texturing each face individually. To apply the same texture on all faces, change the material's UV property to [code]Vector3(3, 2, 1)[/code].
+ [b]Note:[/b] When using a large textured [BoxMesh] (e.g. as a floor), you may stumble upon UV jittering issues depending on the camera angle. To solve this, increase [member subdivide_depth], [member subdivide_height] and [member subdivide_width] until you no longer notice UV jittering.
</description>
<tutorials>
</tutorials>