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Merge pull request #8413 from Calinou/fix-unused-images

Fix various cases of unused images
Max Hilbrunner 1 year ago
parent
commit
dc1552877d

+ 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

@@ -258,7 +258,7 @@ 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
 ^^^^^^^^^^^^^^^^^^^^^