From be669ab8b964d13946bdbd94e88bc79d09d0f695 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Tue, 11 Jun 2019 10:55:07 +0200 Subject: [PATCH] Fix some classref warnings --- classes/class_animationnodestatemachinetransition.rst | 2 +- classes/class_projectsettings.rst | 2 +- tutorials/audio/sync_with_audio.rst | 4 ++-- 3 files changed, 4 insertions(+), 4 deletions(-) diff --git a/classes/class_animationnodestatemachinetransition.rst b/classes/class_animationnodestatemachinetransition.rst index f4e8f3f68..1126074f5 100644 --- a/classes/class_animationnodestatemachinetransition.rst +++ b/classes/class_animationnodestatemachinetransition.rst @@ -72,7 +72,7 @@ Property Descriptions | *Getter* | get_advance_condition() | +----------+------------------------------+ -Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the :ref:`AnimationTree` that can be controlled from code (see :ref:`https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#controlling-from-code`). For example, if :ref:`AnimationTree.tree_root` is an :ref:`AnimationNodeStateMachine` and :ref:`advance_condition` is set to "idle": +Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the :ref:`AnimationTree` that can be controlled from code (see `https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#controlling-from-code `_). For example, if :ref:`AnimationTree.tree_root` is an :ref:`AnimationNodeStateMachine` and :ref:`advance_condition` is set to "idle": :: diff --git a/classes/class_projectsettings.rst b/classes/class_projectsettings.rst index 68232919a..608a00f5a 100644 --- a/classes/class_projectsettings.rst +++ b/classes/class_projectsettings.rst @@ -1722,7 +1722,7 @@ Shaders have a time variable that constantly increases. At some point, it needs - :ref:`bool` **rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround** -Some NVIDIA GPU drivers have a bug which produces flickering issues for the ``draw_rect`` method, especially as used in :ref:`TileMap`. Refer to :ref:`https://github.com/godotengine/godot/issues/9913` for details. +Some NVIDIA GPU drivers have a bug which produces flickering issues for the ``draw_rect`` method, especially as used in :ref:`TileMap`. Refer to `GitHub issue 9913 `_ for details. If ``true``, this option enables a "safe" code path for such NVIDIA GPUs at the cost of performance. This option only impacts the GLES2 rendering backend (so the bug stays if you use GLES3), and only desktop platforms. diff --git a/tutorials/audio/sync_with_audio.rst b/tutorials/audio/sync_with_audio.rst index a9a4a4cc4..a71c71518 100644 --- a/tutorials/audio/sync_with_audio.rst +++ b/tutorials/audio/sync_with_audio.rst @@ -31,7 +31,7 @@ As mentioned before, If you call :ref:`AudioStreamPlayer.play()`. -The output latency (what happens after the mix) can also be estimated by calling :ref:`AudioServer.get_output_latency()`. +The output latency (what happens after the mix) can also be estimated by calling :ref:`AudioServer.get_output_latency()`. Add these two and it's possible to guess almost exactly when sound or music will begin playing in the speakers: @@ -73,7 +73,7 @@ Using the sound hardware clock to sync Using :ref:`AudioStreamPlayer.get_playback_position()` to obtain the current position for the song sounds ideal, but it's not that useful as-is. This value will increment in chunks (every time the audio callback mixed a block of sound), so many calls can return the same value. Added to this, the value will be out of sync with the speakers too because of the previously mentioned reasons. -To compensate for the "chunked" output, there is a function that can help: :ref:`AudioServer.get_time_since_last_mix()`. +To compensate for the "chunked" output, there is a function that can help: :ref:`AudioServer.get_time_since_last_mix()`. Adding the return value from this function to *get_playback_position()* increases precision: