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Fix incorrect claim about visibility range

As mentioned on
https://github.com/godotengine/godot/issues/102799#issuecomment-3603374466,
the docs are wrong here: visibility range is not computed to the
instance's origin but to its AABB center.
Thomas ten Cate 1 周之前
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876f4b1b03
共有 1 个文件被更改,包括 2 次插入2 次删除
  1. 2 2
      tutorials/3d/visibility_ranges.rst

+ 2 - 2
tutorials/3d/visibility_ranges.rst

@@ -82,12 +82,12 @@ In the inspector of any node that inherits from GeometryInstance3D, you can adju
 the following properties in the GeometryInstance3D's **Visibility Range** section:
 
 - **Begin:** The instance will be hidden when the camera is closer to the
-  instance's *origin* than this value (in 3D units).
+  *center of the instance's AABB* (axis-aligned bounding box) than this value (in 3D units).
 - **Begin Margin:** The hysteresis or alpha fade transition distance to use for
   the close-up transition (in 3D units). The behavior of this property depends
   on **Fade Mode**.
 - **End:** The instance will be hidden when the camera is further away from the
-  instance's *origin* than this value (in 3D units).
+  *center of the instance's AABB* than this value (in 3D units).
 - **End Margin:** The hysteresis or alpha fade transition distance to use for
   the far-away transition (in 3D units). The behavior of this property depends
   on **Fade Mode**.