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@@ -30,7 +30,7 @@ Spatial nodes have a local transform, which is relative to the parent
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node (as long as the parent node is also **or inherits** of type
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node (as long as the parent node is also **or inherits** of type
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Spatial). This transform can be accessed as a 4x3
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Spatial). This transform can be accessed as a 4x3
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:ref:`Transform <class_Transform>`, or as 3 :ref:`Vector3 <class_Vector3>`
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:ref:`Transform <class_Transform>`, or as 3 :ref:`Vector3 <class_Vector3>`
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-members representing location, euler rotation (x,y and z angles) and
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+members representing location, Euler rotation (x,y and z angles) and
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scale.
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scale.
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.. image:: /img/tuto_3d2.png
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.. image:: /img/tuto_3d2.png
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@@ -102,7 +102,7 @@ Besides editing a scene, it is often common to edit the environment.
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Godot provides a :ref:`WorldEnvironment <class_WorldEnvironment>`
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Godot provides a :ref:`WorldEnvironment <class_WorldEnvironment>`
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node that allows changing the background color, mode (as in, put a
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node that allows changing the background color, mode (as in, put a
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skybox), and applying several types of built-in post-processing effects.
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skybox), and applying several types of built-in post-processing effects.
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-Environments can also be overriden in the Camera.
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+Environments can also be overridden in the Camera.
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3D viewport
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3D viewport
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~~~~~~~~~~~
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~~~~~~~~~~~
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@@ -136,7 +136,7 @@ delicate areas such as rendering or physics. So, make sure your artists
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always work in the right scale!
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always work in the right scale!
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The Y coordinate is used for "up", though for most objects that need
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The Y coordinate is used for "up", though for most objects that need
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-alignment (like lights, cameras, capsule collider, vehicle, etc), the Z
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+alignment (like lights, cameras, capsule collider, vehicle, etc.), the Z
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axis is used as a "pointing towards" direction. This convention roughly
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axis is used as a "pointing towards" direction. This convention roughly
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means that:
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means that:
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@@ -151,7 +151,7 @@ Moving objects in the 3D view is done through the manipulator gizmos.
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Each axis is represented by a color: Red, Green, Blue represent X,Y,Z
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Each axis is represented by a color: Red, Green, Blue represent X,Y,Z
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respectively. This convention applies to the grid and other gizmos too
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respectively. This convention applies to the grid and other gizmos too
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(and also to the shader language, ordering of components for
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(and also to the shader language, ordering of components for
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-Vector3,Color,etc).
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+Vector3,Color,etc.).
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.. image:: /img/tuto_3d5.png
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.. image:: /img/tuto_3d5.png
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@@ -189,7 +189,7 @@ the settings menu:
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.. image:: /img/tuto_3d7.png
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.. image:: /img/tuto_3d7.png
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-which opens this window, allowing to customize ambient light color and
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+Which opens this window, allowing to customize ambient light color and
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default light direction:
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default light direction:
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.. image:: /img/tuto_3d9.png
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.. image:: /img/tuto_3d9.png
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@@ -227,8 +227,8 @@ each viewport:
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Lights
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Lights
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------
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------
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-There is no limitation on the number of lights and types in Godot. As
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-many as desired can be added (as long as performance allows). Shadow
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+There is no limitation on the number of lights nor of types of lights in
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+Godot. As many as desired can be added (as long as performance allows). Shadow
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maps are, however, limited. The more they are used, the less the quality
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maps are, however, limited. The more they are used, the less the quality
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overall.
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overall.
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