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Fix various cases of unused images

Some of these images were duplicates or not relevant anymore,
so they have been removed entirely. Others have had their links fixed
or added where relevant.
Hugo Locurcio 1 år sedan
förälder
incheckning
071d49a489

+ 1 - 1
getting_started/first_3d_game/02.player_input.rst

@@ -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.
 

BIN
tutorials/2d/img/lights_and_shadow_pointlight2d_texture_example.webp


+ 1 - 1
tutorials/2d/using_tilemaps.rst

@@ -248,7 +248,7 @@ 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
 

+ 1 - 1
tutorials/2d/using_tilesets.rst

@@ -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
 

+ 1 - 1
tutorials/3d/environment_and_post_processing.rst

@@ -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

+ 7 - 0
tutorials/3d/global_illumination/reflection_probes.rst

@@ -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

BIN
tutorials/3d/img/environment_3d_lut_import.webp


+ 10 - 1
tutorials/3d/lights_and_shadows.rst

@@ -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
 ^^^^^^^^^^^^^^^^^^^^^