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Add to software skinning classref note about custom shaders

Added note to say that custom shaders operate on VERTEX after the transform with software skinning rather than before (as is the case with hardware skinning).
lawnjelly 4 年之前
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共有 1 個文件被更改,包括 1 次插入0 次删除
  1. 1 0
      doc/classes/ProjectSettings.xml

+ 1 - 0
doc/classes/ProjectSettings.xml

@@ -1046,6 +1046,7 @@
 			If [code]true[/code], performs 2D skinning on the CPU rather than the GPU. This provides greater compatibility with a wide range of hardware, and also may be faster in some circumstances.
 			If [code]true[/code], performs 2D skinning on the CPU rather than the GPU. This provides greater compatibility with a wide range of hardware, and also may be faster in some circumstances.
 			Currently only available when [member rendering/batching/options/use_batching] is active.
 			Currently only available when [member rendering/batching/options/use_batching] is active.
 			[b]Note:[/b] Antialiased software skinned polys are not supported, and will be rendered without antialiasing.
 			[b]Note:[/b] Antialiased software skinned polys are not supported, and will be rendered without antialiasing.
+			[b]Note:[/b] Custom shaders that use the [code]VERTEX[/code] built-in operate with [code]VERTEX[/code] position [i]after[/i] skinning, whereas with hardware skinning, [code]VERTEX[/code] is the position [i]before[/i] skinning.
 		</member>
 		</member>
 		<member name="rendering/2d/snapping/use_gpu_pixel_snap" type="bool" setter="" getter="" default="false">
 		<member name="rendering/2d/snapping/use_gpu_pixel_snap" type="bool" setter="" getter="" default="false">
 			If [code]true[/code], forces snapping of vertices to pixels in 2D rendering. May help in some pixel art styles.
 			If [code]true[/code], forces snapping of vertices to pixels in 2D rendering. May help in some pixel art styles.