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authorRémi Verschelde <rverschelde@gmail.com>2020-02-12 09:59:06 +0100
committerRémi Verschelde <rverschelde@gmail.com>2020-02-12 12:37:13 +0100
commit0e3d6257377d9f73520e5ccdb7677fde23be3398 (patch)
tree900f2168fcdaadf1fe3532186bbfef273701fd51 /doc/classes/PointMesh.xml
parent0c7fc80cc19fe9cd609b145245b1bb70f6a41e2e (diff)
downloadredot-engine-0e3d6257377d9f73520e5ccdb7677fde23be3398.tar.gz
doc: Sync classref with current source
Lots of internal API changes and some docstrings were lost in the conversion. I manually salvaged many of them but for all the rendering-related ones, an additional pass is needed. Added missing enum bindings in BaseMaterial3D and VisualServer.
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diff --git a/doc/classes/PointMesh.xml b/doc/classes/PointMesh.xml
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</brief_description>
<description>
The PointMesh is made from a single point. Instead of relying on triangles, points are rendered as a single rectangle on the screen with a constant size. They are intended to be used with Particle systems, but can be used as a cheap way to render constant size billboarded sprites (for example in a point cloud).
- PointMeshes, must be used with a material that has a point size. Point size can be accessed in a shader with [code]POINT_SIZE[/code], or in a [SpatialMaterial] by setting [member SpatialMaterial.flags_use_point_size] and the variable [member SpatialMaterial.params_point_size].
+ PointMeshes, must be used with a material that has a point size. Point size can be accessed in a shader with [code]POINT_SIZE[/code], or in a [BaseMaterial3D] by setting [member BaseMaterial3D.use_point_size] and the variable [member BaseMaterial3D.point_size].
When using PointMeshes, properties that normally alter vertices will be ignored, including billboard mode, grow, and cull face.
</description>
<tutorials>