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authorRĂ©mi Verschelde <remi@verschelde.fr>2021-07-21 23:47:52 +0200
committerGitHub <noreply@github.com>2021-07-21 23:47:52 +0200
commita4c863791e407014ebdc58b980dd14eacbf8c550 (patch)
tree5a9695ac477ffae87f96b233d93db8ebd3dc2ed6 /doc
parentc8719c38e159488c90d643264016fe344b26d240 (diff)
parent136567ebcfc584bd218507f44b791b67300b5df6 (diff)
Merge pull request #50716 from Deledrius/multimesh-typo
Fix grammar in MultiMesh documentation.
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/MultiMesh.xml2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml
index 7151e58c5f..45326f12e9 100644
--- a/doc/classes/MultiMesh.xml
+++ b/doc/classes/MultiMesh.xml
@@ -6,7 +6,7 @@
<description>
MultiMesh provides low-level mesh instancing. Drawing thousands of [MeshInstance3D] nodes can be slow, since each object is submitted to the GPU then drawn individually.
MultiMesh is much faster as it can draw thousands of instances with a single draw call, resulting in less API overhead.
- As a drawback, if the instances are too far away of each other, performance may be reduced as every single instance will always render (they are spatially indexed as one, for the whole object).
+ As a drawback, if the instances are too far away from each other, performance may be reduced as every single instance will always render (they are spatially indexed as one, for the whole object).
Since instances may have any behavior, the AABB used for visibility must be provided by the user.
</description>
<tutorials>