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authorRémi Verschelde <rverschelde@gmail.com>2020-09-28 10:40:09 +0200
committerGitHub <noreply@github.com>2020-09-28 10:40:09 +0200
commit64d3827b19851e71b61ae144828e0ea8f37b6615 (patch)
tree6d0c5020ba82a5ffa9fa8720d493107d2644956d /doc/classes/BaseMaterial3D.xml
parent77ca3c20d81a8b2554176d56a2b0d67f49a34638 (diff)
parentecc47ce2358c4ed63a22c025885b7a9ba79db215 (diff)
downloadredot-engine-64d3827b19851e71b61ae144828e0ea8f37b6615.tar.gz
Merge pull request #41579 from Calinou/doc-basematerial3d-billboard-mode
Document the BaseMaterial3D billboard mode not being suited for VR
Diffstat (limited to 'doc/classes/BaseMaterial3D.xml')
-rw-r--r--doc/classes/BaseMaterial3D.xml1
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.