From e5fce139d9ac943433b348e4eed75db157f6466d Mon Sep 17 00:00:00 2001 From: Yuri Sizov Date: Sun, 26 Feb 2023 17:29:00 +0100 Subject: Sync tutorial paths for GI classes with online documentation changes --- doc/classes/ReflectionProbe.xml | 2 +- doc/classes/VoxelGI.xml | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) (limited to 'doc') diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml index cc48e0612b..8532bbf491 100644 --- a/doc/classes/ReflectionProbe.xml +++ b/doc/classes/ReflectionProbe.xml @@ -11,7 +11,7 @@ [b]Note:[/b] When using the Mobile rendering method, reflection probes will only correctly affect meshes whose visibility AABB intersects with the reflection probe's AABB. If using a shader to deform the mesh in a way that makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] must be increased on the mesh. Otherwise, the reflection probe may not be visible on the mesh. - $DOCS_URL/tutorials/3d/reflection_probes.html + $DOCS_URL/tutorials/3d/global_illumination/reflection_probes.html diff --git a/doc/classes/VoxelGI.xml b/doc/classes/VoxelGI.xml index e453fbd855..f6c643d757 100644 --- a/doc/classes/VoxelGI.xml +++ b/doc/classes/VoxelGI.xml @@ -11,7 +11,7 @@ [b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh. To further prevent light leaks, you can also strategically place temporary [MeshInstance3D] nodes with their [member GeometryInstance3D.gi_mode] set to [constant GeometryInstance3D.GI_MODE_STATIC]. These temporary nodes can then be hidden after baking the [VoxelGI] node. - $DOCS_URL/tutorials/3d/using_voxel_gi.html + $DOCS_URL/tutorials/3d/global_illumination/using_voxel_gi.html https://godotengine.org/asset-library/asset/678 -- cgit v1.2.3