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authorYuri Sizov <11782833+YuriSizov@users.noreply.github.com>2023-02-17 19:39:11 +0300
committerGitHub <noreply@github.com>2023-02-17 19:39:11 +0300
commitc6b5b7d40d0c2eef16fcad4cb974929d274ec5db (patch)
tree2ce08031904135cded77b4864647430bd49faa3a /doc/classes
parentf84479fe5a0a3c34c1d0217527ae08dd24543243 (diff)
parentd2b5da16f959f7d29e9ff4660dc6c51fa32ff4df (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.xml2
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>