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Returns the audio driver's output latency. This can be expensive, it is not recommended to call this every frame.
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Returns the audio driver's effective output latency. This is based on :ref:`ProjectSettings.audio/driver/output_latency<class_ProjectSettings_property_audio/driver/output_latency>`, but the exact returned value will differ depending on the operating system and audio driver.
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\ **Note:** This can be expensive; it is not recommended to call :ref:`get_output_latency<class_AudioServer_method_get_output_latency>` every frame.
Copies a region of the screen (or the whole screen) to a buffer so it can be accessed in your shader scripts using the screen texture (i.e. a uniform sampler with ``hint_screen_texture``).
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A node that copies a region of the screen to a buffer for access in shader code.
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.. rst-class:: classref-introduction-group
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Description
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-----------
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Node for back-buffering the currently-displayed screen. The region defined in the **BackBufferCopy** node is buffered with the content of the screen it covers, or the entire screen according to the copy mode set. Use the screen texture in your shader scripts to access the buffer.
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Node for back-buffering the currently-displayed screen. The region defined in the **BackBufferCopy** node is buffered with the content of the screen it covers, or the entire screen according to the :ref:`copy_mode<class_BackBufferCopy_property_copy_mode>`. It can be accessed in shader scripts using the screen texture (i.e. a uniform sampler with ``hint_screen_texture``).
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\ **Note:** Since this node inherits from :ref:`Node2D<class_Node2D>` (and not :ref:`Control<class_Control>`), anchors and margins won't apply to child :ref:`Control<class_Control>`-derived nodes. This can be problematic when resizing the window. To avoid this, add :ref:`Control<class_Control>`-derived nodes as *siblings* to the **BackBufferCopy** node instead of adding them as children.
Abstract base class for defining the 3D rendering properties of meshes.
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.. rst-class:: classref-introduction-group
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Description
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-----------
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This provides a default material with a wide variety of rendering features and properties without the need to write shader code. See the tutorial below for details.
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This class serves as a default material with a wide variety of rendering features and properties without the need to write shader code. See the tutorial below for details.
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.. rst-class:: classref-introduction-group
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Tutorials
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---------
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- :doc:`Standard Material 3D <../tutorials/3d/standard_material_3d>`
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- :doc:`Standard Material 3D and ORM Material 3D <../tutorials/3d/standard_material_3d>`
Returns the name of the method represented by this **Callable**. If the callable is a lambda function, returns the function's name.
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Returns the name of the method represented by this **Callable**. If the callable is a GDScript lambda function, returns the function's name or ``"<anonymous lambda>"``.
Copy file name to clipboardExpand all lines: classes/class_csgmesh3d.rst
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@@ -83,7 +83,9 @@ The :ref:`Material<class_Material>` used in drawing the CSG shape.
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The :ref:`Mesh<class_Mesh>` resource to use as a CSG shape.
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\ **Note:** When using an :ref:`ArrayMesh<class_ArrayMesh>`, avoid meshes with vertex normals unless a flat shader is required. By default, CSGMesh will ignore the mesh's vertex normals and use a smooth shader calculated using the faces' normals. If a flat shader is required, ensure that all faces' vertex normals are parallel.
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\ **Note:** When using an :ref:`ArrayMesh<class_ArrayMesh>`, all vertex attributes except :ref:`Mesh.ARRAY_VERTEX<class_Mesh_constant_ARRAY_VERTEX>`, :ref:`Mesh.ARRAY_NORMAL<class_Mesh_constant_ARRAY_NORMAL>` and :ref:`Mesh.ARRAY_TEX_UV<class_Mesh_constant_ARRAY_TEX_UV>` are left unused. Only :ref:`Mesh.ARRAY_VERTEX<class_Mesh_constant_ARRAY_VERTEX>` and :ref:`Mesh.ARRAY_TEX_UV<class_Mesh_constant_ARRAY_TEX_UV>` will be passed to the GPU.
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\ :ref:`Mesh.ARRAY_NORMAL<class_Mesh_constant_ARRAY_NORMAL>` is only used to determine which faces require the use of flat shading. By default, CSGMesh will ignore the mesh's vertex normals, recalculate them for each vertex and use a smooth shader. If a flat shader is required for a face, ensure that all vertex normals of the face are approximately equal.
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.. |virtual| replace:::abbr:`virtual(This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:::abbr:`const(This method has no side effects. It doesn't modify any of the instance's member variables.)`
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