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-rw-r--r--doc/classes/PolygonOccluder3D.xml7
1 files changed, 6 insertions, 1 deletions
diff --git a/doc/classes/PolygonOccluder3D.xml b/doc/classes/PolygonOccluder3D.xml
index a4d910c983..716c6aaf54 100644
--- a/doc/classes/PolygonOccluder3D.xml
+++ b/doc/classes/PolygonOccluder3D.xml
@@ -1,13 +1,18 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="PolygonOccluder3D" inherits="Occluder3D" version="4.0">
+<class name="PolygonOccluder3D" inherits="Occluder3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Flat 2D polygon shape for use with occlusion culling in [OccluderInstance3D].
</brief_description>
<description>
+ [PolygonOccluder3D] stores a polygon shape that can be used by the engine's occlusion culling system. When an [OccluderInstance3D] with a [PolygonOccluder3D] is selected in the editor, an editor will appear at the top of the 3D viewport so you can add/remove points. All points must be placed on the same 2D plane, which means it is not possible to create arbitrary 3D shapes with a single [PolygonOccluder3D]. To use arbitrary 3D shapes as occluders, use [ArrayOccluder3D] or [OccluderInstance3D]'s baking feature instead.
+ See [OccluderInstance3D]'s documentation for instructions on setting up occlusion culling.
</description>
<tutorials>
</tutorials>
<members>
<member name="polygon" type="PackedVector2Array" setter="set_polygon" getter="get_polygon" default="PackedVector2Array()">
+ The polygon to use for occlusion culling. The polygon can be convex or concave, but it should have as few points as possible to maximize performance.
+ The polygon must [i]not[/i] have intersecting lines. Otherwise, triangulation will fail (with an error message printed).
</member>
</members>
</class>