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| author | Ferenc Arn <tagcup@yahoo.com> | 2017-11-16 21:09:00 -0500 |
|---|---|---|
| committer | Ferenc Arn <tagcup@yahoo.com> | 2017-11-17 11:01:41 -0500 |
| commit | d28763a4c1792dc00fde3d151eaea54f9cf2b8a9 (patch) | |
| tree | 7abd311b6e672829bd751fbf4d9135b60f2f9913 /doc/classes/MultiMesh.xml | |
| parent | b44cb4e3b9b573a3cbbd6f71aff81e6c3465d84b (diff) | |
| download | redot-engine-d28763a4c1792dc00fde3d151eaea54f9cf2b8a9.tar.gz | |
Rename Rect3 to AABB.
Fixes #12973.
Diffstat (limited to 'doc/classes/MultiMesh.xml')
| -rw-r--r-- | doc/classes/MultiMesh.xml | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml index 73384c27e4..b6a89d09f4 100644 --- a/doc/classes/MultiMesh.xml +++ b/doc/classes/MultiMesh.xml @@ -7,7 +7,7 @@ MultiMesh provides low level mesh instancing. If the amount of [Mesh] instances needed goes from hundreds to thousands (and most need to be visible at close proximity) creating such a large amount of [MeshInstance] nodes may affect performance by using too much CPU or video memory. For this case a MultiMesh becomes very useful, as it can draw thousands of instances with little API overhead. As a drawback, if the instances are too far away of each other, performance may be reduced as every single instance will always rendered (they are spatially indexed as one, for the whole object). - Since instances may have any behavior, the Rect3 used for visibility must be provided by the user. + Since instances may have any behavior, the AABB used for visibility must be provided by the user. </description> <tutorials> </tutorials> @@ -15,10 +15,10 @@ </demos> <methods> <method name="get_aabb" qualifiers="const"> - <return type="Rect3"> + <return type="AABB"> </return> <description> - Return the visibility Rect3. + Return the visibility AABB. </description> </method> <method name="get_color_format" qualifiers="const"> |
