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[2D Light and Shadows Tutorial] Replaced Light2D with PointLight2D

It is impossible to instantiate a Light2D node, and a DirectionalLight2D node has no texture (so this tutorial doesn't work with it at all)

Feel free to deny this commit, because I am a newbie and don't know if it was possible to instantiate a Light2D node in 3.x either (if it was possible, the tutorial should stay as is, and this pull request should be closed)
TheYellowArchitect 2 years ago
parent
commit
db84cc7068
1 changed files with 7 additions and 7 deletions
  1. 7 7
      tutorials/2d/2d_lights_and_shadows.rst

+ 7 - 7
tutorials/2d/2d_lights_and_shadows.rst

@@ -48,7 +48,7 @@ Nodes
 The demo uses four different nodes:
 The demo uses four different nodes:
   * :ref:`CanvasModulate <class_CanvasModulate>`
   * :ref:`CanvasModulate <class_CanvasModulate>`
   * :ref:`Sprite2D <class_Sprite2D>`
   * :ref:`Sprite2D <class_Sprite2D>`
-  * :ref:`Light2D <class_Light2D>`
+  * :ref:`PointLight2D <class_PointLight2D>`
   * :ref:`LightOccluder2D <class_LightOccluder2D>`
   * :ref:`LightOccluder2D <class_LightOccluder2D>`
 
 
 :ref:`CanvasModulate <class_CanvasModulate>` is used to darken the scene.
 :ref:`CanvasModulate <class_CanvasModulate>` is used to darken the scene.
@@ -56,13 +56,13 @@ The demo uses four different nodes:
 :ref:`Sprite2Ds <class_Sprite2D>` are used to display the textures for the light blobs, the
 :ref:`Sprite2Ds <class_Sprite2D>` are used to display the textures for the light blobs, the
 background, and for the shadow casters.
 background, and for the shadow casters.
 
 
-:ref:`Light2Ds <class_Light2D>` are used to light the scene. The way a light typically works
+:ref:`PointLight2Ds <class_PointLight2D>` are used to light the scene. The way a light typically works
 is by adding a selected texture over the rest of the scene to simulate lighting. But it can be
 is by adding a selected texture over the rest of the scene to simulate lighting. But it can be
 used in other ways, for example masking out parts of the scene.
 used in other ways, for example masking out parts of the scene.
 
 
 :ref:`LightOccluder2Ds <class_LightOccluder2D>` are used to tell the shader which parts of
 :ref:`LightOccluder2Ds <class_LightOccluder2D>` are used to tell the shader which parts of
-the scene cast shadows. The shadows appear only on areas covered by the :ref:`Light2D <class_Light2D>` and
-their direction is based on the center of the :ref:`Light <class_Light2D>`.
+the scene cast shadows. The shadows appear only on areas covered by the :ref:`PointLight2D <class_PointLight2D>` and
+their direction is based on the center of the :ref:`Light <class_PointLight2D>`.
 
 
 Lights
 Lights
 ------
 ------
@@ -115,7 +115,7 @@ background you choose. For this style of shadow it is most likely to be a floor
 
 
 .. image:: img/light_shadow_background.png
 .. image:: img/light_shadow_background.png
 
 
-Next create three :ref:`Light2D's <class_Light2D>` and set their textures to the `light image <https://raw.githubusercontent.com/godotengine/godot-demo-projects/master/2d/lights_and_shadows/light.png>`_. You can alter their
+Next create three :ref:`PointLight2D's <class_PointLight2D>` and set their textures to the `light image <https://raw.githubusercontent.com/godotengine/godot-demo-projects/master/2d/lights_and_shadows/light.png>`_. You can alter their
 color in the top section. By default shadows are turned off and the ``mode`` is set to ``add``. This
 color in the top section. By default shadows are turned off and the ``mode`` is set to ``add``. This
 means that each light adds its own color to whatever is underneath.
 means that each light adds its own color to whatever is underneath.
 
 
@@ -125,7 +125,7 @@ Next add a child :ref:`Sprite2D <class_Sprite2D>` to each of the :ref:`Light <cl
 the :ref:`Sprite2D's <class_Sprite2D>` texture to the `blob image <https://raw.githubusercontent.com/godotengine/godot-demo-projects/master/2d/lights_and_shadows/spot.png>`_. Each of these
 the :ref:`Sprite2D's <class_Sprite2D>` texture to the `blob image <https://raw.githubusercontent.com/godotengine/godot-demo-projects/master/2d/lights_and_shadows/spot.png>`_. Each of these
 should stay centered on the :ref:`Light <class_Light2D>` node. The blob is the image of the light
 should stay centered on the :ref:`Light <class_Light2D>` node. The blob is the image of the light
 itself while the :ref:`Light <class_Light2D>` shows the effect that the light has on the scene. The
 itself while the :ref:`Light <class_Light2D>` shows the effect that the light has on the scene. The
-:ref:`LightOccluder2D's <class_LightOccluder2D>` will treat the position of the light as the center of the :ref:`Light <class_Light2D>`
+:ref:`LightOccluder2D's <class_LightOccluder2D>` which we will add later, will treat the position of the light as the center of the :ref:`Light <class_Light2D>`
 node, which is why we want the blob to be centered on its parent :ref:`Light <class_Light2D>`.
 node, which is why we want the blob to be centered on its parent :ref:`Light <class_Light2D>`.
 
 
 .. image:: img/light_shadow_all_lights.png
 .. image:: img/light_shadow_all_lights.png
@@ -188,7 +188,7 @@ lines of the polygon can be seen:
           left which would cast a shadow as well.
           left which would cast a shadow as well.
 
 
 When you have added the :ref:`LightOccluder2Ds <class_LightOccluder2D>` the shadows still won't
 When you have added the :ref:`LightOccluder2Ds <class_LightOccluder2D>` the shadows still won't
-appear. You need to go back into the :ref:`Light2Ds <class_Light2D>` and under the Shadow
+appear. You need to go back into the :ref:`PointLight2Ds <class_PointLight2D>` and under the Shadow
 section set ``Enable`` to ``on``. This turns on shadows with hard edges like in the image below.
 section set ``Enable`` to ``on``. This turns on shadows with hard edges like in the image below.
 
 
 .. image:: img/light_shadow_filter0_pcf0.png
 .. image:: img/light_shadow_filter0_pcf0.png