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Merge branch 'master' into 3.2
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@@ -67,7 +67,7 @@ Here, the texture is read, as well as a transmission color, which is used to add
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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.
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Finally all that is left is the fragment shader:
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Finally, all that's left is the fragment shader:
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.. code-block:: glsl
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@@ -4,8 +4,8 @@ Using ImmediateGeometry
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=======================
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Unlike the SurfaceTool or ArrayMesh, :ref:`ImmediateGeometry <class_ImmediateGeometry>` is an actual
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node. Being an node makes it quick to add to a scene and get visual output. It uses an "OpenGL 1.x" style
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API like the SurfaceTool, but it's actually designed to create content on the fly.
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node. Being a node makes it quick to add to a scene and get visual output. It uses an OpenGL 1.x-style
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API like SurfaceTool, but it's actually designed to create meshes on the fly.
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Generating complex geometry (several thousand vertices) with this node is inefficient, even if it's
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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.
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st.add_index(3)
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st.add_index(2)
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# Or alternatively:
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# Alternatively:
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st.index()
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Similarly, if you have an index array, but you want each vertex to be unique (e.g. because
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