Fixed to procedural generation doc

This commit is contained in:
Juan Linietsky
2019-04-24 01:02:32 -03:00
parent 131c90b625
commit 47a1427e61

View File

@@ -21,7 +21,7 @@ Here is a simple example of how to use it to add a single triangle.
var st = SurfaceTool.new()
st.begin(Mesh::PRIMITIVE_TRIANGLE)
st.begin(Mesh.PRIMITIVE_TRIANGLE)
# Prepares attributes for add_vertex
st.add_normal( Vector3(0,0,1) )
@@ -52,7 +52,7 @@ ImmediateGeometry
Unlike *SurfaceTool*, :ref:`ImmediateGeometry<class_ImmediateGeometry>` is an actual node. It's similar in the "OpenGL 1.x" style API,
but it's actually designed to create content on the fly and modify it every frame efficiently.
Generating complex geometry (several thousand vertices) with this node is inefficient, even if it's done only once. Instead, *ImmediateGeometry* is designed to generate simple geometry every frame.
Generating complex geometry (several thousand vertices) with this node is inefficient, even if it's done only once. Instead, *ImmediateGeometry* is designed to generate simple geometry that changes every frame.
It's used similar to *SurfaceTool*.
@@ -69,7 +69,7 @@ It's used similar to *SurfaceTool*.
clear()
# Begin draw
begin(Mesh::PRIMITIVE_TRIANGLE)
begin(Mesh.PRIMITIVE_TRIANGLE)
# Prepares attributes for add_vertex
set_normal( Vector3(0,0,1) )
@@ -100,8 +100,8 @@ Similar code as before, but draw a square using indices:
.. tabs::
.. code-tab:: gdscript GDScript
var array = []
array.resize(Mesh::ARRAY_MAX)
var arrays = []
arrays.resize(Mesh::ARRAY_MAX)
var normal_array = []
var uv_array = []
@@ -138,13 +138,13 @@ Similar code as before, but draw a square using indices:
index_array[4]=3
index_array[5]=0
arrays[Mesh::ARRAY_VERTEX]=vertex_array
arrays[Mesh::ARRAY_NORMAL]=normal_array
arrays[Mesh::ARRAY_TEX_UV]=uv_array
arrays[Mesh::ARRAY_INDEX]=index_array
arrays[Mesh.ARRAY_VERTEX]=vertex_array
arrays[Mesh.ARRAY_NORMAL]=normal_array
arrays[Mesh.ARRAY_TEX_UV]=uv_array
arrays[Mesh.ARRAY_INDEX]=index_array
var mesh = ArrayMesh.new()
mesh.add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES,arrays)
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES,arrays)