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author | Rémi Verschelde <remi@verschelde.fr> | 2020-12-21 00:17:46 +0100 |
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committer | GitHub <noreply@github.com> | 2020-12-21 00:17:46 +0100 |
commit | 5f7c88ab4eb7d05e1c83ab1773cc184d376dfcc0 (patch) | |
tree | f8421587779268fa4fdab93cb5b66023e9c294d0 /doc/classes/BoxMesh.xml | |
parent | 59b3b9fa3fe941718afd99f459d4c16a9e1d0d09 (diff) | |
parent | a86ed339a47ab18eb90461eccc9d2abc3284898c (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.xml | 1 |
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> |