Merge pull request #8413 from Calinou/fix-unused-images

Fix various cases of unused images
This commit is contained in:
Max Hilbrunner
2023-11-08 07:36:10 +01:00
committed by Max Hilbrunner
parent 50d1bad093
commit dc1552877d
8 changed files with 21 additions and 5 deletions

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@@ -131,7 +131,7 @@ Bind also the :kbd:`A` key, onto the action ``move_left``.
Let's now add support for a gamepad's left joystick. Click the "+" button again
but this time, select *Manual Selection -> Joypad Axes*.
.. image:: img/02.player_input/left_inputmap.webp
.. image:: img/02.player_input/joystick_axis_input.webp
Select the negative X axis of the left joystick.

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@@ -258,7 +258,7 @@ you can place them in a repeating pattern across the line.
You can toggle this mode temporarily while in Paint or Eraser mode by holding
:kbd:`Shift` then drawing.
.. figure:: img/using_tilemaps_bucket_fill.webp
.. figure:: img/using_tilesets_line_tool_multiple_tiles.webp
:align: center
:alt: Using the line tool after selecting two tiles to draw platforms diagonally

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@@ -428,7 +428,7 @@ to ``false``:
:ref:`Tile property painting <doc_using_tilemaps_using_tile_property_painting>`
can also be used for custom data:
.. figure:: img/using_tilesets_edit_custom_data.webp
.. figure:: img/using_tilesets_paint_custom_data.webp
:align: center
:alt: Assigning custom data in the TileSet editor using tile property painting

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@@ -65,7 +65,7 @@ be disabled using the buttons at the top of the 3D editor:
Clicking on the 3 vertical dots on the right will display a dialog which allows
you to customize the appearance of the preview environment:
.. image:: img/environment_preview_sun_sky_toggle.webp
.. image:: img/environment_preview_sun_sky_dialog.webp
**The preview sun and sky is only visible in the editor, not in the running
project.** Using the buttons at the bottom of the dialog, you can add the

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@@ -43,6 +43,13 @@ Visual comparison
Reflection probe enabled.
.. figure:: img/gi_lightmap_gi_indirect_only_reflection_probe.webp
:align: center
:alt: Reflection probe enabled.
Reflection probe enabled with LightmapGI used at the same time. The lightmap appears in the reflection.
By combining reflection probes with screen-space reflections, you can get the
best of both worlds: high-quality reflections for general room structure (that
remain present when off-screen), while also having real-time reflections for

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@@ -96,7 +96,7 @@ them much faster to render. You can also use emissive materials with any
as a replacement for light nodes that emit light over a large area.
Shadow mapping
^^^^^^^^^^^^^^
--------------
Lights can optionally cast shadows. This gives them greater realism (light does
not reach occluded areas), but it can incur a bigger performance cost.
@@ -124,6 +124,11 @@ There is a list of generic shadow parameters, each also has a specific function:
the grainy pattern used for filtering more noticeable.
See also :ref:`doc_lights_and_shadows_shadow_filter_mode`.
.. image:: img/lights_and_shadows_blur.webp
Tweaking shadow bias
^^^^^^^^^^^^^^^^^^^^
Below is an image of what tweaking bias looks like. Default values work for most
cases, but in general, it depends on the size and complexity of geometry.
@@ -267,6 +272,8 @@ expensive, so check the recommendations in
:ref:`doc_lights_and_shadows_pcss_recommendations` if setting this value above
``0.0`` on lights with shadows enabled.
.. image:: img/lights_and_shadows_pcss.webp
Omni shadow mapping
^^^^^^^^^^^^^^^^^^^
@@ -448,6 +455,8 @@ artifacts from the low sample count less visible. Conversely, the **Soft High**
and **Soft Ultra** settings will automatically increase shadow blur to better
make use of the increased sample count.
.. image:: img/lights_and_shadows_filter_quality.webp
16-bits versus 32-bit
^^^^^^^^^^^^^^^^^^^^^