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authorFerenc Arn <tagcup@yahoo.com>2017-11-16 21:09:00 -0500
committerFerenc Arn <tagcup@yahoo.com>2017-11-17 11:01:41 -0500
commitd28763a4c1792dc00fde3d151eaea54f9cf2b8a9 (patch)
tree7abd311b6e672829bd751fbf4d9135b60f2f9913 /doc/classes/MultiMesh.xml
parentb44cb4e3b9b573a3cbbd6f71aff81e6c3465d84b (diff)
downloadredot-engine-d28763a4c1792dc00fde3d151eaea54f9cf2b8a9.tar.gz
Rename Rect3 to AABB.
Fixes #12973.
Diffstat (limited to 'doc/classes/MultiMesh.xml')
-rw-r--r--doc/classes/MultiMesh.xml6
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">