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author | Rémi Verschelde <rverschelde@gmail.com> | 2020-02-12 09:59:06 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2020-02-12 12:37:13 +0100 |
commit | 0e3d6257377d9f73520e5ccdb7677fde23be3398 (patch) | |
tree | 900f2168fcdaadf1fe3532186bbfef273701fd51 /doc/classes/PointMesh.xml | |
parent | 0c7fc80cc19fe9cd609b145245b1bb70f6a41e2e (diff) | |
download | redot-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.
Diffstat (limited to 'doc/classes/PointMesh.xml')
-rw-r--r-- | doc/classes/PointMesh.xml | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/PointMesh.xml b/doc/classes/PointMesh.xml index af100d5206..266ab2a898 100644 --- a/doc/classes/PointMesh.xml +++ b/doc/classes/PointMesh.xml @@ -5,7 +5,7 @@ </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> |