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author | Rémi Verschelde <rverschelde@gmail.com> | 2024-07-04 11:32:04 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2024-07-04 11:32:04 +0200 |
commit | 0c6aa7aeeffe32708e50f0466d8332bab63737f3 (patch) | |
tree | 7460550fddafecce0daee59941769d2fef787f4f | |
parent | de28ac281061f8ac92e029a44b1dfbf93dfba325 (diff) | |
parent | 6e9de8211014cca54d4fdf54f95e519e91848974 (diff) | |
download | redot-engine-0c6aa7aeeffe32708e50f0466d8332bab63737f3.tar.gz |
Merge pull request #93872 from MikhailY0U/patch-1
Clarify that the `Mesh.ARRAY_NORMAL` array will normalize its contents internally
-rw-r--r-- | doc/classes/Mesh.xml | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/doc/classes/Mesh.xml b/doc/classes/Mesh.xml index 6b5a50d97b..7f4dd5af37 100644 --- a/doc/classes/Mesh.xml +++ b/doc/classes/Mesh.xml @@ -223,6 +223,7 @@ </constant> <constant name="ARRAY_NORMAL" value="1" enum="ArrayType"> [PackedVector3Array] of vertex normals. + [b]Note:[/b] The array has to consist of normal vectors, otherwise they will be normalized by the engine, potentially causing visual discrepancies. </constant> <constant name="ARRAY_TANGENT" value="2" enum="ArrayType"> [PackedFloat32Array] of vertex tangents. Each element in groups of 4 floats, first 3 floats determine the tangent, and the last the binormal direction as -1 or 1. |