diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/CompressedTexture2D.xml | 6 | ||||
-rw-r--r-- | doc/classes/ResourceFormatLoader.xml | 2 |
2 files changed, 4 insertions, 4 deletions
diff --git a/doc/classes/CompressedTexture2D.xml b/doc/classes/CompressedTexture2D.xml index c99fcf2280..5f73b55f69 100644 --- a/doc/classes/CompressedTexture2D.xml +++ b/doc/classes/CompressedTexture2D.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="CompressedTexture2D" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - A [code].stex[/code] texture. + A [code].ctex[/code] texture. </brief_description> <description> - A texture that is loaded from a [code].stex[/code] file. + A texture that is loaded from a [code].ctex[/code] file. </description> <tutorials> </tutorials> @@ -19,7 +19,7 @@ </methods> <members> <member name="load_path" type="String" setter="load" getter="get_load_path" default=""""> - The CompressedTexture's file path to a [code].stex[/code] file. + The CompressedTexture's file path to a [code].ctex[/code] file. </member> </members> </class> diff --git a/doc/classes/ResourceFormatLoader.xml b/doc/classes/ResourceFormatLoader.xml index 983a05800f..36b64f5a86 100644 --- a/doc/classes/ResourceFormatLoader.xml +++ b/doc/classes/ResourceFormatLoader.xml @@ -6,7 +6,7 @@ <description> Godot loads resources in the editor or in exported games using ResourceFormatLoaders. They are queried automatically via the [ResourceLoader] singleton, or when a resource with internal dependencies is loaded. Each file type may load as a different resource type, so multiple ResourceFormatLoaders are registered in the engine. Extending this class allows you to define your own loader. Be sure to respect the documented return types and values. You should give it a global class name with [code]class_name[/code] for it to be registered. Like built-in ResourceFormatLoaders, it will be called automatically when loading resources of its handled type(s). You may also implement a [ResourceFormatSaver]. - [b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type you need exists but Godot is unable to load its format. Choosing one way over another depends on if the format is suitable or not for the final exported game. For example, it's better to import [code].png[/code] textures as [code].stex[/code] ([CompressedTexture2D]) first, so they can be loaded with better efficiency on the graphics card. + [b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type you need exists but Godot is unable to load its format. Choosing one way over another depends on if the format is suitable or not for the final exported game. For example, it's better to import [code].png[/code] textures as [code].ctex[/code] ([CompressedTexture2D]) first, so they can be loaded with better efficiency on the graphics card. </description> <tutorials> </tutorials> |