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author | Rémi Verschelde <rverschelde@gmail.com> | 2020-09-28 10:40:09 +0200 |
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committer | GitHub <noreply@github.com> | 2020-09-28 10:40:09 +0200 |
commit | 64d3827b19851e71b61ae144828e0ea8f37b6615 (patch) | |
tree | 6d0c5020ba82a5ffa9fa8720d493107d2644956d | |
parent | 77ca3c20d81a8b2554176d56a2b0d67f49a34638 (diff) | |
parent | ecc47ce2358c4ed63a22c025885b7a9ba79db215 (diff) | |
download | redot-engine-64d3827b19851e71b61ae144828e0ea8f37b6615.tar.gz |
Merge pull request #41579 from Calinou/doc-basematerial3d-billboard-mode
Document the BaseMaterial3D billboard mode not being suited for VR
-rw-r--r-- | doc/classes/BaseMaterial3D.xml | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index 0cb0b7e57e..cc4568dda6 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -122,6 +122,7 @@ </member> <member name="billboard_mode" type="int" setter="set_billboard_mode" getter="get_billboard_mode" enum="BaseMaterial3D.BillboardMode" default="0"> Controls how the object faces the camera. See [enum BillboardMode]. + [b]Note:[/b] Billboard mode is not suitable for VR because the left-right vector of the camera is not horizontal when the screen is attached to your head instead of on the table. See [url=https://github.com/godotengine/godot/issues/41567]GitHub issue #41567[/url] for details. </member> <member name="blend_mode" type="int" setter="set_blend_mode" getter="get_blend_mode" enum="BaseMaterial3D.BlendMode" default="0"> The material's blend mode. |