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authorclayjohn <claynjohn@gmail.com>2024-07-19 13:03:59 -0700
committerclayjohn <claynjohn@gmail.com>2024-07-19 13:26:51 -0700
commitcacb9d139e67810fa4fe0131d2b8a08dbea414a8 (patch)
tree3b0e0c745c1cff56eebab77dbe5c2aaf092d19bc /doc/classes
parentff8a2780ee777c2456ce42368e1065774c7c4c3f (diff)
downloadredot-engine-cacb9d139e67810fa4fe0131d2b8a08dbea414a8.tar.gz
Add note to shadow_mesh docs to warn about improper usage
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/ArrayMesh.xml3
1 files changed, 2 insertions, 1 deletions
diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml
index 0f6bf89cd7..c80dabb8c0 100644
--- a/doc/classes/ArrayMesh.xml
+++ b/doc/classes/ArrayMesh.xml
@@ -206,7 +206,8 @@
Overrides the [AABB] with one defined by user for use with frustum culling. Especially useful to avoid unexpected culling when using a shader to offset vertices.
</member>
<member name="shadow_mesh" type="ArrayMesh" setter="set_shadow_mesh" getter="get_shadow_mesh">
- An optional mesh which is used for rendering shadows and can be used for the depth prepass. Can be used to increase performance of shadow rendering by using a mesh that only contains vertex position data (without normals, UVs, colors, etc.).
+ An optional mesh which can be used for rendering shadows and the depth prepass. Can be used to increase performance by supplying a mesh with fused vertices and only vertex position data (without normals, UVs, colors, etc.).
+ [b]Note:[/b] This mesh must have exactly the same vertex positions as the source mesh (including the source mesh's LODs, if present). If vertex positions differ, then the mesh will not draw correctly.
</member>
</members>
</class>