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4.0 spelling fixes
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@@ -115,7 +115,7 @@ their UV2 maps properly generated.
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.. warning::
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When reusing a mesh within a scene, keep in mind that UVs will be generated
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for the first instance found. If the mesh is re-used with different scales
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for the first instance found. If the mesh is reused with different scales
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(and the scales are wildly different, more than half or twice), this will
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result in inefficient lightmaps. To avoid this, adjust the **Lightmap
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Scale** property in the GeometryInstance3D section of a MeshInstance3D node.
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@@ -310,7 +310,7 @@ Setting information
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There are, of course, cases where you want to set information to a transform. Imagine a first person controller or orbiting camera. Those are definitely done using angles, because you *do want* the transforms to happen in a specific order.
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For such cases, keep the angles and rotations *outside* the transform and set them every frame. Don't try to retrieve and re-use them because the transform is not meant to be used this way.
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For such cases, keep the angles and rotations *outside* the transform and set them every frame. Don't try to retrieve and reuse them because the transform is not meant to be used this way.
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Example of looking around, FPS style:
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@@ -148,7 +148,7 @@ initialize it:
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GetNode(TargetPath); // Use parent-defined NodePath.
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These options hide the points of access from the child node. This in turn
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keeps the child **loosely coupled** to its environment. One can re-use it
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keeps the child **loosely coupled** to its environment. One can reuse it
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in another context without any extra changes to its API.
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.. note::
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@@ -190,7 +190,7 @@ Conclusion
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In the end, the best approach is to consider the following:
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- If one wishes to create a basic tool that is going to be re-used in several
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- If one wishes to create a basic tool that is going to be reused in several
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different projects and which people of all skill levels will likely use
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(including those who don't label themselves as "programmers"), then chances
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are that it should probably be a script, likely one with a custom name/icon.
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@@ -249,7 +249,7 @@ Channels are also useful when used with the unreliable ordered transfer mode. Se
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cause packet loss, since packets which are slower to arrive are ignored. Separating them into multiple streams of homogeneous packets
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by using channels allows ordered transfer with little packet loss, and without the latency penalty caused by reliable mode.
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The default channel with index 0 is actually three different channels - one for each tansfer mode.
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The default channel with index 0 is actually three different channels - one for each transfer mode.
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Example lobby implementation
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----------------------------
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@@ -90,7 +90,7 @@ possible. Godot's priorities are:
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scene, the faster the rendering will be. If a scene has a huge amount
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of objects (in the hundreds or thousands), try reusing the materials.
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In the worst case, use atlases to decrease the amount of texture changes.
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- **Reusing Shaders:** If materials can't be reused, at least try to re-use
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- **Reusing Shaders:** If materials can't be reused, at least try to reuse
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shaders. Note: shaders are automatically reused between
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StandardMaterial3Ds that share the same configuration (features
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that are enabled or disabled with a check box) even if they have different
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