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authorK. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>2022-11-23 15:29:01 -0800
committerK. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>2022-11-24 09:00:09 -0800
commitbaab97302acf1256a3ef974ff7623fa1a353ebab (patch)
treed7cf40635cf670c12e295164b7388d4d50e6b779 /modules/gltf/doc_classes
parente3a51e53ef055a1fe94351b68173c6dfcd2cb371 (diff)
Cache materials in gltf as the abstract class of Material
Use the abstract material class instead of BaseMaterial3D. This allows inserting ShaderMaterials into gltf. Like in VRM.
Diffstat (limited to 'modules/gltf/doc_classes')
-rw-r--r--modules/gltf/doc_classes/GLTFState.xml4
1 files changed, 2 insertions, 2 deletions
diff --git a/modules/gltf/doc_classes/GLTFState.xml b/modules/gltf/doc_classes/GLTFState.xml
index d0740cf7ca..9a554a0d49 100644
--- a/modules/gltf/doc_classes/GLTFState.xml
+++ b/modules/gltf/doc_classes/GLTFState.xml
@@ -66,7 +66,7 @@
</description>
</method>
<method name="get_materials">
- <return type="BaseMaterial3D[]" />
+ <return type="Material[]" />
<description>
</description>
</method>
@@ -169,7 +169,7 @@
</method>
<method name="set_materials">
<return type="void" />
- <param index="0" name="materials" type="BaseMaterial3D[]" />
+ <param index="0" name="materials" type="Material[]" />
<description>
</description>
</method>