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-rw-r--r--doc/classes/MultiMesh.xml5
1 files changed, 3 insertions, 2 deletions
diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml
index 8a72aa155b..ec65f407cd 100644
--- a/doc/classes/MultiMesh.xml
+++ b/doc/classes/MultiMesh.xml
@@ -11,6 +11,7 @@
</description>
<tutorials>
<link>http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
+ <link>http://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link>
</tutorials>
<methods>
<method name="get_aabb" qualifiers="const">
@@ -87,7 +88,7 @@
<argument index="1" name="custom_data" type="Color">
</argument>
<description>
- Sets custom data for a specific instance. Although [Color] is used, it is just a container for 4 numbers.
+ Sets custom data for a specific instance. Although [Color] is used, it is just a container for 4 floating point numbers. The format of the number can change depending on the [enum CustomDataFormat] used.
</description>
</method>
<method name="set_instance_transform">
@@ -153,7 +154,7 @@
Use when you are not using per-instance custom data.
</constant>
<constant name="CUSTOM_DATA_8BIT" value="1" enum="CustomDataFormat">
- Compress custom_data into 8 bits when passing to shader. This uses less memory and can be faster, but loses precision.
+ Compress custom_data into 8 bits when passing to shader. This uses less memory and can be faster, but loses precision and range. Floats packed into 8 bits can only represent values between 0 and 1, numbers outside that range will be clamped.
</constant>
<constant name="CUSTOM_DATA_FLOAT" value="2" enum="CustomDataFormat">
The [Color] passed into [method set_instance_custom_data] will use 4 floats. Use this for highest precision.