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-rw-r--r--doc/classes/ArrayMesh.xml7
1 files changed, 3 insertions, 4 deletions
diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml
index 7b77462322..0f2dd6587a 100644
--- a/doc/classes/ArrayMesh.xml
+++ b/doc/classes/ArrayMesh.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="ArrayMesh" inherits="Mesh" version="4.0">
+<class name="ArrayMesh" inherits="Mesh" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
[Mesh] type that provides utility for constructing a surface from arrays.
</brief_description>
@@ -47,7 +47,7 @@
[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes.
</description>
<tutorials>
- <link title="Procedural geometry using the ArrayMesh">https://docs.godotengine.org/en/latest/tutorials/3d/procedural_geometry/arraymesh.html</link>
+ <link title="Procedural geometry using the ArrayMesh">$DOCS_URL/tutorials/3d/procedural_geometry/arraymesh.html</link>
</tutorials>
<methods>
<method name="add_blend_shape">
@@ -62,8 +62,7 @@
<argument index="0" name="primitive" type="int" enum="Mesh.PrimitiveType" />
<argument index="1" name="arrays" type="Array" />
<argument index="2" name="blend_shapes" type="Array" default="[]" />
- <argument index="3" name="lods" type="Dictionary" default="{
-}" />
+ <argument index="3" name="lods" type="Dictionary" default="{}" />
<argument index="4" name="compress_flags" type="int" default="0" />
<description>
Creates a new surface.