mirror of
https://github.com/godotengine/godot-docs.git
synced 2025-12-31 17:49:03 +03:00
Merge pull request #7655 from Calinou/fix-backticks
This commit is contained in:
@@ -50,10 +50,10 @@ You should not worry about manipulating rows directly, as we usually
|
||||
work with columns. However, you can think of the rows of the matrix
|
||||
as showing which vectors contribute to moving in a given direction.
|
||||
|
||||
When we refer to a value such as `t.x.y`, that's the Y component of
|
||||
When we refer to a value such as ``t.x.y``, that's the Y component of
|
||||
the X column vector. In other words, the bottom-left of the matrix.
|
||||
Similarly, `t.x.x` is top-left, `t.y.x` is top-right, and `t.y.y`
|
||||
is bottom-right, where `t` is the Transform2D.
|
||||
Similarly, ``t.x.x`` is top-left, ``t.y.x`` is top-right, and ``t.y.y``
|
||||
is bottom-right, where ``t`` is the Transform2D.
|
||||
|
||||
Scaling the transformation matrix
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
@@ -184,7 +184,7 @@ matrix, you can use ``atan2(t.x.y, t.x.x)``, where t is the Transform2D.
|
||||
Basis of the transformation matrix
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
So far we have only been working with the `x` and `y`, vectors, which
|
||||
So far we have only been working with the ``x`` and ``y``, vectors, which
|
||||
are in charge of representing rotation, scale, and/or shearing
|
||||
(advanced, covered at the end). The X and Y vectors are together
|
||||
called the *basis* of the transformation matrix. The terms "basis"
|
||||
|
||||
@@ -299,7 +299,7 @@ bounce off the walls.
|
||||
This example uses three scenes. The main scene contains the Player and Walls.
|
||||
The Bullet and Wall are separate scenes so that they can be instanced.
|
||||
|
||||
The Player is controlled by the `w` and `s` keys for forward and back. Aiming
|
||||
The Player is controlled by the ``w`` and ``s`` keys for forward and back. Aiming
|
||||
uses the mouse pointer. Here is the code for the Player, using ``move_and_slide()``:
|
||||
|
||||
.. tabs::
|
||||
|
||||
@@ -98,7 +98,7 @@ below.
|
||||
To generate and compile the bindings, use this command (replacing ``<platform>``
|
||||
with ``windows``, ``linux`` or ``macos`` depending on your OS):
|
||||
|
||||
To speed up compilation, add `-jN` at the end of the SCons command line where `N`
|
||||
To speed up compilation, add ``-jN`` at the end of the SCons command line where ``N``
|
||||
is the number of CPU threads you have on your system. The example below uses 4 threads.
|
||||
|
||||
.. code-block:: none
|
||||
|
||||
@@ -1208,7 +1208,7 @@ is used, it can be scalar or vector.
|
||||
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
|
||||
| vec3 **refract** (vec3 I, vec3 N, float eta) | Refract. |
|
||||
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
|
||||
| vec_type **faceforward** (vec_type N, vec_type I, vec_type Nref) | If ``dot(Nref, I)`` < 0, return N, otherwise –N. |
|
||||
| vec_type **faceforward** (vec_type N, vec_type I, vec_type Nref) | If ``dot(Nref, I)`` < 0, return ``N``, otherwise ``-N``. |
|
||||
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
|
||||
| mat_type **matrixCompMult** (mat_type x, mat_type y) | Matrix component multiplication. |
|
||||
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
|
||||
@@ -1240,8 +1240,8 @@ is used, it can be scalar or vector.
|
||||
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
|
||||
| ivec2 **textureSize** (gsampler2D s, int lod) | Get the size of a texture. |
|
||||
| | |
|
||||
| ivec3 **textureSize** (gsampler2DArray s, int lod) | The LOD defines which mipmap level is used. An LOD value of 0 will |
|
||||
| | use the full resolution texture. |
|
||||
| ivec3 **textureSize** (gsampler2DArray s, int lod) | The LOD defines which mipmap level is used. An LOD value of ``0`` |
|
||||
| | will use the full resolution texture. |
|
||||
| ivec3 **textureSize** (gsampler3D s, int lod) | |
|
||||
| | |
|
||||
| ivec2 **textureSize** (samplerCube s, int lod) | |
|
||||
@@ -1249,8 +1249,8 @@ is used, it can be scalar or vector.
|
||||
| ivec2 **textureSize** (samplerCubeArray s, int lod) | |
|
||||
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
|
||||
| vec2 **textureQueryLod** (gsampler2D s, vec2 p) | Compute the level-of-detail that would be used to sample from a |
|
||||
| | texture. The `x` component of the resulted value is the mipmap |
|
||||
| vec3 **textureQueryLod** (gsampler2DArray s, vec2 p) | array that would be accessed. The `y` component is computed |
|
||||
| | texture. The ``x`` component of the resulted value is the mipmap |
|
||||
| vec3 **textureQueryLod** (gsampler2DArray s, vec2 p) | array that would be accessed. The ``y`` component is computed |
|
||||
| | level-of-detail relative to the base level (regardless of the |
|
||||
| vec2 **textureQueryLod** (gsampler3D s, vec3 p) | mipmap levels of the texture). |
|
||||
| | |
|
||||
@@ -1258,7 +1258,7 @@ is used, it can be scalar or vector.
|
||||
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
|
||||
| int **textureQueryLevels** (gsampler2D s) | Get the number of accessible mipmap levels of a texture. |
|
||||
| | |
|
||||
| int **textureQueryLevels** (gsampler2DArray s) | If the texture is unassigned to a sampler, `0` is returned. |
|
||||
| int **textureQueryLevels** (gsampler2DArray s) | If the texture is unassigned to a sampler, ``0`` is returned. |
|
||||
| | |
|
||||
| int **textureQueryLevels** (gsampler3D s) | |
|
||||
| | |
|
||||
@@ -1282,7 +1282,7 @@ is used, it can be scalar or vector.
|
||||
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
|
||||
| gvec4_type **textureLod** (gsampler2D s, vec2 p, float lod) | Perform a texture read at custom mipmap. |
|
||||
| | |
|
||||
| gvec4_type **textureLod** (gsampler2DArray s, vec3 p, float lod) | The LOD defines which mipmap level is used. An LOD value of 0.0 |
|
||||
| gvec4_type **textureLod** (gsampler2DArray s, vec3 p, float lod) | The LOD defines which mipmap level is used. An LOD value of ``0.0`` |
|
||||
| | will use the full resolution texture. |
|
||||
| gvec4_type **textureLod** (gsampler3D s, vec3 p, float lod) | |
|
||||
| | |
|
||||
@@ -1292,7 +1292,7 @@ is used, it can be scalar or vector.
|
||||
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
|
||||
| gvec4_type **textureProjLod** (gsampler2D s, vec3 p, float lod) | Performs a texture read with projection/LOD. |
|
||||
| | |
|
||||
| gvec4_type **textureProjLod** (gsampler2D s, vec4 p, float lod) | The LOD defines which mipmap level is used. An LOD value of 0.0 |
|
||||
| gvec4_type **textureProjLod** (gsampler2D s, vec4 p, float lod) | The LOD defines which mipmap level is used. An LOD value of ``0.0`` |
|
||||
| | will use the full resolution texture. |
|
||||
| gvec4_type **textureProjLod** (gsampler3D s, vec4 p, float lod) | |
|
||||
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
|
||||
@@ -1318,8 +1318,8 @@ is used, it can be scalar or vector.
|
||||
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
|
||||
| gvec4_type **texelFetch** (gsampler2D s, ivec2 p, int lod) | Fetches a single texel using integer coordinates. |
|
||||
| | |
|
||||
| gvec4_type **texelFetch** (gsampler2DArray s, ivec3 p, int lod) | The LOD defines which mipmap level is used. An LOD value of 0 will |
|
||||
| | use the full resolution texture. |
|
||||
| gvec4_type **texelFetch** (gsampler2DArray s, ivec3 p, int lod) | The LOD defines which mipmap level is used. An LOD value of ``0`` |
|
||||
| | will use the full resolution texture. |
|
||||
| gvec4_type **texelFetch** (gsampler3D s, ivec3 p, int lod) | |
|
||||
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
|
||||
| gvec4_type **textureGather** (gsampler2D s, vec2 p [, int comps]) | Gathers four texels from a texture. |
|
||||
|
||||
@@ -836,7 +836,7 @@ object, which holds a few variables to control how the associated glyph is rende
|
||||
effect. You can use :ref:`get() <class_Dictionary_method_get>` with an optional default value
|
||||
to retrieve each parameter, if specified by the user. For example ``[custom_fx spread=0.5
|
||||
color=#FFFF00]test[/custom_fx]`` would have a float ``spread`` and Color ``color``
|
||||
parameters in its ` `env`` Dictionary. See below for more usage examples.
|
||||
parameters in its ``env`` Dictionary. See below for more usage examples.
|
||||
|
||||
The last thing to note about this function is that it is necessary to return a boolean
|
||||
``true`` value to verify that the effect processed correctly. This way, if there's a problem
|
||||
|
||||
@@ -860,7 +860,7 @@ how the default font should be rendered:
|
||||
:ref:`subpixel positioning <doc_using_fonts_subpixel_positioning>`
|
||||
method for the default project font.
|
||||
- **Default Font Multichannel Signed Distance Field:** If ``true``, makes the
|
||||
default project font use `MSDF font rendering <doc_using_fonts_msdf>` instead
|
||||
default project font use :ref:`MSDF font rendering <doc_using_fonts_msdf>` instead
|
||||
of traditional rasterization.
|
||||
- **Default Font Generate Mipmaps:** If ``true``, enables
|
||||
:ref:`mipmap <doc_using_fonts_mipmaps>` generation and
|
||||
|
||||
Reference in New Issue
Block a user