Merge branch 'master' into 3.2

This commit is contained in:
Rémi Verschelde
2020-04-17 19:08:53 +02:00
61 changed files with 213 additions and 157 deletions

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@@ -67,7 +67,7 @@ Here, the texture is read, as well as a transmission color, which is used to add
This is the code to create the sway of the leaves. It's basic (just uses a sinewave multiplying by the time and axis position, but works well). Notice that the strength is multiplied by the color. Every axis uses a different small near 1.0 multiplication factor so axes don't appear in sync.
Finally all that is left is the fragment shader:
Finally, all that's left is the fragment shader:
.. code-block:: glsl

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@@ -4,8 +4,8 @@ Using ImmediateGeometry
=======================
Unlike the SurfaceTool or ArrayMesh, :ref:`ImmediateGeometry <class_ImmediateGeometry>` is an actual
node. Being an node makes it quick to add to a scene and get visual output. It uses an "OpenGL 1.x" style
API like the SurfaceTool, but it's actually designed to create content on the fly.
node. Being a node makes it quick to add to a scene and get visual output. It uses an OpenGL 1.x-style
API like SurfaceTool, but it's actually designed to create meshes on the fly.
Generating complex geometry (several thousand vertices) with this node is inefficient, even if it's
done only once. Instead, it is designed to generate simple geometry that changes every frame.

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@@ -76,7 +76,7 @@ to remove duplicate vertices.
st.add_index(3)
st.add_index(2)
# Or alternatively:
# Alternatively:
st.index()
Similarly, if you have an index array, but you want each vertex to be unique (e.g. because