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authorRémi Verschelde <rverschelde@gmail.com>2020-03-30 18:22:57 +0200
committerRémi Verschelde <rverschelde@gmail.com>2020-03-30 18:23:02 +0200
commiteaaee63b629d6999fcc0c84e38886b964f6d051d (patch)
tree136e327aa916afe2255bcf5d718963f2b1a84a4b /doc/classes/PhysicalSkyMaterial.xml
parent0168709978154a89f137b44f33647e5d28a46250 (diff)
downloadredot-engine-eaaee63b629d6999fcc0c84e38886b964f6d051d.tar.gz
doc: Update classref with node renames
A few extra renames for classes which were missed in last week's PRs.
Diffstat (limited to 'doc/classes/PhysicalSkyMaterial.xml')
-rw-r--r--doc/classes/PhysicalSkyMaterial.xml2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/PhysicalSkyMaterial.xml b/doc/classes/PhysicalSkyMaterial.xml
index 705c063257..89b43158dc 100644
--- a/doc/classes/PhysicalSkyMaterial.xml
+++ b/doc/classes/PhysicalSkyMaterial.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
The [PhysicalSkyMaterial] uses the Preetham analytic daylight model to draw a sky based on physical properties. This results in a substantially more realistic sky than the [ProceduralSkyMaterial], but it is slightly slower and less flexible.
- The [PhysicalSkyMaterial] only supports one sun. The color, energy, and direction of the sun are taken from the first [DirectionalLight] in the scene tree.
+ The [PhysicalSkyMaterial] only supports one sun. The color, energy, and direction of the sun are taken from the first [DirectionalLight3D] in the scene tree.
As it is based on a daylight model, the sky fades to black as the sunset ends. If you want a full day/night cycle, you will have to add a night sky by converting this to a [ShaderMaterial] and adding a night sky directly into the resulting shader.
</description>
<tutorials>