|
@@ -239,7 +239,7 @@ See :ref:`doc_renderers` for a detailed comparison of the rendering methods.
|
|
|
|
|
|
**Global illumination with indirect lighting:**
|
|
|
|
|
|
-- :ref:`Baked lightmaps <doc_using_lightmap_gi>` (fast, but can't be updated at run-time).
|
|
|
+- :ref:`Baked lightmaps <doc_using_lightmap_gi>` (fast, but can't be updated at runtime).
|
|
|
|
|
|
- Supports baking indirect light only or baking both direct and indirect lighting.
|
|
|
The bake mode can be adjusted on a per-light basis to allow for hybrid light
|
|
@@ -256,7 +256,7 @@ See :ref:`doc_renderers` for a detailed comparison of the rendering methods.
|
|
|
- :ref:`Voxel-based GI probes <doc_using_voxel_gi>`. Supports
|
|
|
dynamic lights *and* dynamic occluders, while also supporting reflections.
|
|
|
Requires a fast baking step which can be performed in the editor or at
|
|
|
- run-time (including from an exported project).
|
|
|
+ runtime (including from an exported project).
|
|
|
- :ref:`Signed-distance field GI <doc_using_sdfgi>` designed for large open worlds.
|
|
|
Supports dynamic lights, but not dynamic occluders. Supports reflections.
|
|
|
No baking required.
|
|
@@ -290,7 +290,7 @@ See :ref:`doc_renderers` for a detailed comparison of the rendering methods.
|
|
|
- Texture channels are smoothly overlaid on top of the underlying material,
|
|
|
with support for normal/ORM-only decals.
|
|
|
- Support for normal fade to fade the decal depending on its incidence angle.
|
|
|
-- Does not rely on run-time mesh generation. This means decals can be used on
|
|
|
+- Does not rely on runtime mesh generation. This means decals can be used on
|
|
|
complex skinned meshes with no performance penalty, even if the decal moves every frame.
|
|
|
- Support for nearest, bilinear, trilinear or anisotropic texture filtering (configured globally).
|
|
|
- Optional distance fade system to fade distant decals, improving performance.
|
|
@@ -407,7 +407,7 @@ improve quality. This can be helpful when
|
|
|
|
|
|
- :ref:`3D geometry helper class <class_Geometry3D>`.
|
|
|
- Support for exporting the current scene as a glTF 2.0 file, both from the editor
|
|
|
- and at run-time from an exported project.
|
|
|
+ and at runtime from an exported project.
|
|
|
|
|
|
3D physics
|
|
|
----------
|
|
@@ -544,7 +544,7 @@ Import
|
|
|
- Collada (.dae).
|
|
|
- Wavefront OBJ (static scenes only, can be loaded directly as a mesh or imported as a 3D scene).
|
|
|
|
|
|
-- Support for loading glTF 2.0 scenes at run-time, including from an exported project.
|
|
|
+- Support for loading glTF 2.0 scenes at runtime, including from an exported project.
|
|
|
- 3D meshes use `Mikktspace <http://www.mikktspace.com/>`__ to generate tangents
|
|
|
on import, which ensures consistency with other 3D applications such as Blender.
|
|
|
|
|
@@ -576,7 +576,7 @@ Navigation
|
|
|
- A* algorithm in :ref:`2D <class_AStar2D>` and :ref:`3D <class_AStar3D>`.
|
|
|
- Navigation meshes with dynamic obstacle avoidance in
|
|
|
:ref:`2D <doc_navigation_overview_2d>` and :ref:`3D <doc_navigation_overview_3d>`.
|
|
|
-- Generate navigation meshes from the editor or at run-time (including from an exported project).
|
|
|
+- Generate navigation meshes from the editor or at runtime (including from an exported project).
|
|
|
|
|
|
Networking
|
|
|
----------
|