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author | Yuri Sizov <11782833+YuriSizov@users.noreply.github.com> | 2023-02-17 19:39:11 +0300 |
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committer | GitHub <noreply@github.com> | 2023-02-17 19:39:11 +0300 |
commit | c6b5b7d40d0c2eef16fcad4cb974929d274ec5db (patch) | |
tree | 2ce08031904135cded77b4864647430bd49faa3a /doc/classes | |
parent | f84479fe5a0a3c34c1d0217527ae08dd24543243 (diff) | |
parent | d2b5da16f959f7d29e9ff4660dc6c51fa32ff4df (diff) |
Merge pull request #73479 from randompast/boxmesh-doc
Documentation: BoxMesh UV scaling for vertex shader
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/BoxMesh.xml | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/BoxMesh.xml b/doc/classes/BoxMesh.xml index 84e6d6f87d..f8cae0fc72 100644 --- a/doc/classes/BoxMesh.xml +++ b/doc/classes/BoxMesh.xml @@ -5,7 +5,7 @@ </brief_description> <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]. + 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]. This is equivalent to adding [code]UV *= vec2(3.0, 2.0)[/code] in a vertex shader. [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> |