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Fix various cases of unused images
Some of these images were duplicates or not relevant anymore, so they have been removed entirely. Others have had their links fixed or added where relevant.
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@@ -131,7 +131,7 @@ Bind also the :kbd:`A` key, onto the action ``move_left``.
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Let's now add support for a gamepad's left joystick. Click the "+" button again
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but this time, select *Manual Selection -> Joypad Axes*.
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.. image:: img/02.player_input/left_inputmap.webp
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.. image:: img/02.player_input/joystick_axis_input.webp
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Select the negative X axis of the left joystick.
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Binary file not shown.
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Before Width: | Height: | Size: 47 KiB |
@@ -248,7 +248,7 @@ you can place them in a repeating pattern across the line.
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You can toggle this mode temporarily while in Paint or Eraser mode by holding
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:kbd:`Shift` then drawing.
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.. figure:: img/using_tilemaps_bucket_fill.webp
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.. figure:: img/using_tilesets_line_tool_multiple_tiles.webp
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:align: center
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:alt: Using the line tool after selecting two tiles to draw platforms diagonally
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@@ -428,7 +428,7 @@ to ``false``:
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:ref:`Tile property painting <doc_using_tilemaps_using_tile_property_painting>`
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can also be used for custom data:
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.. figure:: img/using_tilesets_edit_custom_data.webp
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.. figure:: img/using_tilesets_paint_custom_data.webp
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:align: center
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:alt: Assigning custom data in the TileSet editor using tile property painting
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@@ -65,7 +65,7 @@ be disabled using the buttons at the top of the 3D editor:
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Clicking on the 3 vertical dots on the right will display a dialog which allows
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you to customize the appearance of the preview environment:
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.. image:: img/environment_preview_sun_sky_toggle.webp
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.. image:: img/environment_preview_sun_sky_dialog.webp
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**The preview sun and sky is only visible in the editor, not in the running
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project.** Using the buttons at the bottom of the dialog, you can add the
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@@ -43,6 +43,13 @@ Visual comparison
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Reflection probe enabled.
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.. figure:: img/gi_lightmap_gi_indirect_only_reflection_probe.webp
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:align: center
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:alt: Reflection probe enabled.
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Reflection probe enabled with LightmapGI used at the same time. The lightmap appears in the reflection.
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By combining reflection probes with screen-space reflections, you can get the
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best of both worlds: high-quality reflections for general room structure (that
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remain present when off-screen), while also having real-time reflections for
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@@ -96,7 +96,7 @@ them much faster to render. You can also use emissive materials with any
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as a replacement for light nodes that emit light over a large area.
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Shadow mapping
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^^^^^^^^^^^^^^
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--------------
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Lights can optionally cast shadows. This gives them greater realism (light does
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not reach occluded areas), but it can incur a bigger performance cost.
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@@ -124,6 +124,11 @@ There is a list of generic shadow parameters, each also has a specific function:
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the grainy pattern used for filtering more noticeable.
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See also :ref:`doc_lights_and_shadows_shadow_filter_mode`.
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.. image:: img/lights_and_shadows_blur.webp
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Tweaking shadow bias
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^^^^^^^^^^^^^^^^^^^^
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Below is an image of what tweaking bias looks like. Default values work for most
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cases, but in general, it depends on the size and complexity of geometry.
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@@ -267,6 +272,8 @@ expensive, so check the recommendations in
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:ref:`doc_lights_and_shadows_pcss_recommendations` if setting this value above
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``0.0`` on lights with shadows enabled.
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.. image:: img/lights_and_shadows_pcss.webp
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Omni shadow mapping
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^^^^^^^^^^^^^^^^^^^
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@@ -448,6 +455,8 @@ artifacts from the low sample count less visible. Conversely, the **Soft High**
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and **Soft Ultra** settings will automatically increase shadow blur to better
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make use of the increased sample count.
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.. image:: img/lights_and_shadows_filter_quality.webp
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16-bits versus 32-bit
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^^^^^^^^^^^^^^^^^^^^^
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