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Merge pull request #8413 from Calinou/fix-unused-images
Fix various cases of unused images
This commit is contained in:
committed by
Max Hilbrunner
parent
50d1bad093
commit
dc1552877d
@@ -131,7 +131,7 @@ Bind also the :kbd:`A` key, onto the action ``move_left``.
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Let's now add support for a gamepad's left joystick. Click the "+" button again
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Let's now add support for a gamepad's left joystick. Click the "+" button again
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but this time, select *Manual Selection -> Joypad Axes*.
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but this time, select *Manual Selection -> Joypad Axes*.
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.. image:: img/02.player_input/left_inputmap.webp
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.. image:: img/02.player_input/joystick_axis_input.webp
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Select the negative X axis of the left joystick.
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Select the negative X axis of the left joystick.
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Binary file not shown.
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Before Width: | Height: | Size: 47 KiB |
@@ -258,7 +258,7 @@ you can place them in a repeating pattern across the line.
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You can toggle this mode temporarily while in Paint or Eraser mode by holding
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You can toggle this mode temporarily while in Paint or Eraser mode by holding
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:kbd:`Shift` then drawing.
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:kbd:`Shift` then drawing.
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.. figure:: img/using_tilemaps_bucket_fill.webp
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.. figure:: img/using_tilesets_line_tool_multiple_tiles.webp
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:align: center
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:align: center
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:alt: Using the line tool after selecting two tiles to draw platforms diagonally
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:alt: Using the line tool after selecting two tiles to draw platforms diagonally
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@@ -428,7 +428,7 @@ to ``false``:
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:ref:`Tile property painting <doc_using_tilemaps_using_tile_property_painting>`
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:ref:`Tile property painting <doc_using_tilemaps_using_tile_property_painting>`
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can also be used for custom data:
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can also be used for custom data:
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.. figure:: img/using_tilesets_edit_custom_data.webp
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.. figure:: img/using_tilesets_paint_custom_data.webp
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:align: center
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:align: center
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:alt: Assigning custom data in the TileSet editor using tile property painting
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: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:
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Clicking on the 3 vertical dots on the right will display a dialog which allows
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Clicking on the 3 vertical dots on the right will display a dialog which allows
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you to customize the appearance of the preview environment:
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you to customize the appearance of the preview environment:
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.. image:: img/environment_preview_sun_sky_toggle.webp
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.. image:: img/environment_preview_sun_sky_dialog.webp
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**The preview sun and sky is only visible in the editor, not in the running
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**The preview sun and sky is only visible in the editor, not in the running
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project.** Using the buttons at the bottom of the dialog, you can add the
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project.** Using the buttons at the bottom of the dialog, you can add the
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@@ -43,6 +43,13 @@ Visual comparison
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Reflection probe enabled.
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Reflection probe enabled.
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.. figure:: img/gi_lightmap_gi_indirect_only_reflection_probe.webp
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:align: center
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:alt: Reflection probe enabled.
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Reflection probe enabled with LightmapGI used at the same time. The lightmap appears in the reflection.
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By combining reflection probes with screen-space reflections, you can get the
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By combining reflection probes with screen-space reflections, you can get the
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best of both worlds: high-quality reflections for general room structure (that
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best of both worlds: high-quality reflections for general room structure (that
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remain present when off-screen), while also having real-time reflections for
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remain present when off-screen), while also having real-time reflections for
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Binary file not shown.
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Before Width: | Height: | Size: 9.8 KiB |
@@ -96,7 +96,7 @@ them much faster to render. You can also use emissive materials with any
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as a replacement for light nodes that emit light over a large area.
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as a replacement for light nodes that emit light over a large area.
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Shadow mapping
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Shadow mapping
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^^^^^^^^^^^^^^
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--------------
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Lights can optionally cast shadows. This gives them greater realism (light does
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Lights can optionally cast shadows. This gives them greater realism (light does
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not reach occluded areas), but it can incur a bigger performance cost.
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not reach occluded areas), but it can incur a bigger performance cost.
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@@ -124,6 +124,11 @@ There is a list of generic shadow parameters, each also has a specific function:
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the grainy pattern used for filtering more noticeable.
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the grainy pattern used for filtering more noticeable.
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See also :ref:`doc_lights_and_shadows_shadow_filter_mode`.
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See also :ref:`doc_lights_and_shadows_shadow_filter_mode`.
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.. image:: img/lights_and_shadows_blur.webp
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Tweaking shadow bias
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^^^^^^^^^^^^^^^^^^^^
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Below is an image of what tweaking bias looks like. Default values work for most
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Below is an image of what tweaking bias looks like. Default values work for most
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cases, but in general, it depends on the size and complexity of geometry.
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cases, but in general, it depends on the size and complexity of geometry.
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@@ -267,6 +272,8 @@ expensive, so check the recommendations in
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:ref:`doc_lights_and_shadows_pcss_recommendations` if setting this value above
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:ref:`doc_lights_and_shadows_pcss_recommendations` if setting this value above
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``0.0`` on lights with shadows enabled.
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``0.0`` on lights with shadows enabled.
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.. image:: img/lights_and_shadows_pcss.webp
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Omni shadow mapping
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Omni shadow mapping
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^^^^^^^^^^^^^^^^^^^
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^^^^^^^^^^^^^^^^^^^
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@@ -448,6 +455,8 @@ artifacts from the low sample count less visible. Conversely, the **Soft High**
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and **Soft Ultra** settings will automatically increase shadow blur to better
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and **Soft Ultra** settings will automatically increase shadow blur to better
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make use of the increased sample count.
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make use of the increased sample count.
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.. image:: img/lights_and_shadows_filter_quality.webp
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16-bits versus 32-bit
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16-bits versus 32-bit
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^^^^^^^^^^^^^^^^^^^^^
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^^^^^^^^^^^^^^^^^^^^^
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