diff options
Diffstat (limited to 'doc/classes/BaseMaterial3D.xml')
-rw-r--r-- | doc/classes/BaseMaterial3D.xml | 9 |
1 files changed, 6 insertions, 3 deletions
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index 1da4e23437..8c92975b9c 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -7,7 +7,7 @@ This provides a default material with a wide variety of rendering features and properties without the need to write shader code. See the tutorial below for details. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/spatial_material.html</link> + <link title="Spatial material">https://docs.godotengine.org/en/latest/tutorials/3d/spatial_material.html</link> </tutorials> <methods> <method name="get_feature" qualifiers="const"> @@ -122,6 +122,7 @@ </member> <member name="billboard_mode" type="int" setter="set_billboard_mode" getter="get_billboard_mode" enum="BaseMaterial3D.BillboardMode" default="0"> Controls how the object faces the camera. See [enum BillboardMode]. + [b]Note:[/b] Billboard mode is not suitable for VR because the left-right vector of the camera is not horizontal when the screen is attached to your head instead of on the table. See [url=https://github.com/godotengine/godot/issues/41567]GitHub issue #41567[/url] for details. </member> <member name="blend_mode" type="int" setter="set_blend_mode" getter="get_blend_mode" enum="BaseMaterial3D.BlendMode" default="0"> The material's blend mode. @@ -174,10 +175,12 @@ If [code]true[/code], the object receives no shadow that would otherwise be cast onto it. </member> <member name="distance_fade_max_distance" type="float" setter="set_distance_fade_max_distance" getter="get_distance_fade_max_distance"> - Distance at which the object fades fully and is no longer visible. + Distance at which the object appears fully opaque. + [b]Note:[/b] If [code]distance_fade_max_distance[/code] is less than [code]distance_fade_min_distance[/code], the behavior will be reversed. The object will start to fade away at [code]distance_fade_max_distance[/code] and will fully disappear once it reaches [code]distance_fade_min_distance[/code]. </member> <member name="distance_fade_min_distance" type="float" setter="set_distance_fade_min_distance" getter="get_distance_fade_min_distance"> - Distance at which the object starts to fade. If the object is less than this distance away it will appear normal. + Distance at which the object starts to become visible. If the object is less than this distance away, it will be invisible. + [b]Note:[/b] If [code]distance_fade_min_distance[/code] is greater than [code]distance_fade_max_distance[/code], the behavior will be reversed. The object will start to fade away at [code]distance_fade_max_distance[/code] and will fully disappear once it reaches [code]distance_fade_min_distance[/code]. </member> <member name="distance_fade_mode" type="int" setter="set_distance_fade" getter="get_distance_fade" enum="BaseMaterial3D.DistanceFadeMode" default="0"> Specifies which type of fade to use. Can be any of the [enum DistanceFadeMode]s. |