summaryrefslogtreecommitdiff
path: root/doc/classes
diff options
context:
space:
mode:
authorRémi Verschelde <rverschelde@gmail.com>2023-02-26 21:37:33 +0100
committerRémi Verschelde <rverschelde@gmail.com>2023-02-26 21:37:33 +0100
commit08e198643c999350e287f9ea618767a07ac7fa1a (patch)
tree5282e109ed9ec81c6885b328f4f818977521686b /doc/classes
parent30884ee3cca837f81efd85d68bcc5252976274cf (diff)
parente5fce139d9ac943433b348e4eed75db157f6466d (diff)
Merge pull request #73989 from YuriSizov/docs-fix-gi-tutorial-paths
Sync tutorial paths for GI classes with online documentation changes
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/ReflectionProbe.xml2
-rw-r--r--doc/classes/VoxelGI.xml2
2 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml
index cc48e0612b..8532bbf491 100644
--- a/doc/classes/ReflectionProbe.xml
+++ b/doc/classes/ReflectionProbe.xml
@@ -11,7 +11,7 @@
[b]Note:[/b] When using the Mobile rendering method, reflection probes will only correctly affect meshes whose visibility AABB intersects with the reflection probe's AABB. If using a shader to deform the mesh in a way that makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] must be increased on the mesh. Otherwise, the reflection probe may not be visible on the mesh.
</description>
<tutorials>
- <link title="Reflection probes">$DOCS_URL/tutorials/3d/reflection_probes.html</link>
+ <link title="Reflection probes">$DOCS_URL/tutorials/3d/global_illumination/reflection_probes.html</link>
</tutorials>
<members>
<member name="ambient_color" type="Color" setter="set_ambient_color" getter="get_ambient_color" default="Color(0, 0, 0, 1)">
diff --git a/doc/classes/VoxelGI.xml b/doc/classes/VoxelGI.xml
index e453fbd855..f6c643d757 100644
--- a/doc/classes/VoxelGI.xml
+++ b/doc/classes/VoxelGI.xml
@@ -11,7 +11,7 @@
[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh. To further prevent light leaks, you can also strategically place temporary [MeshInstance3D] nodes with their [member GeometryInstance3D.gi_mode] set to [constant GeometryInstance3D.GI_MODE_STATIC]. These temporary nodes can then be hidden after baking the [VoxelGI] node.
</description>
<tutorials>
- <link title="VoxelGI">$DOCS_URL/tutorials/3d/using_voxel_gi.html</link>
+ <link title="VoxelGI">$DOCS_URL/tutorials/3d/global_illumination/using_voxel_gi.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>