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docs: use SVG for highlighted images

Daniele Bartolini 6 өдөр өмнө
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commit
d6e06aeb9f

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docs/importing_resources/images/import_dialog.png


Файлын зөрүү хэтэрхий том тул дарагдсан байна
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docs/importing_resources/images/import_dialog.svg


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docs/importing_resources/images/import_dialog_select_resource_type.png


Файлын зөрүү хэтэрхий том тул дарагдсан байна
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docs/importing_resources/images/import_dialog_select_resource_type.svg


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docs/importing_resources/images/import_fbx_select_skeleton.png


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docs/importing_resources/images/import_fbx_select_skeleton.svg


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docs/importing_resources/images/import_fbx_unchecked_animations.png


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docs/importing_resources/images/import_fbx_unchecked_animations.svg


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docs/importing_resources/images/project_browser_import_clips_unit_and_skeleton.png


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docs/importing_resources/images/project_browser_import_clips_unit_and_skeleton.svg


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docs/importing_resources/images/project_browser_imported_clips.png


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docs/importing_resources/images/project_browser_imported_clips.svg


+ 2 - 2
docs/importing_resources/importing_resources.rst

@@ -20,7 +20,7 @@ You can also import files from the Project Browser. Navigate to the target
 folder, right-click the folder, and choose ``Import...`` from the context
 menu. Crown will present a file picker:
 
-.. image:: images/import_dialog.png
+.. image:: images/import_dialog.svg
 
 This method is useful when you want more control: the Import dialog lets you
 choose how Crown should process the selected files. That matters because the
@@ -28,4 +28,4 @@ same file extension can sometimes map to different resource types
 (for example, ``.png`` files can be imported as textures or as sprites). Use
 the resource-type selector to pick the desired resource:
 
-.. image:: images/import_dialog_select_resource_type.png
+.. image:: images/import_dialog_select_resource_type.svg

+ 5 - 5
docs/importing_resources/importing_scenes.rst

@@ -16,7 +16,7 @@ The FBX import dialog is divided into two main sections:
 
 * **Units**: import geometry, lights, cameras, materials and any associated textures.
 * **Animation**: import skeleton and animation clips. If your scene contains no
-  animations, you can ignore this section.
+	animations, you can ignore this section.
 
 One FBX per clip
 ----------------
@@ -35,13 +35,13 @@ Start by importing the FBX that contains the geometry and skeleton. In the
 Project Browser create or select the target folder, make sure ``Import
 Animations`` is unchecked, then click ``Import`` to begin:
 
-.. image:: images/import_fbx_unchecked_animations.png
+.. image:: images/import_fbx_unchecked_animations.svg
 
 When the import completes, the unit (geometry), the skeleton, and any other
 objects you selected in the Unit section will appear as separate items in the
 Project Browser:
 
-.. image:: images/project_browser_import_clips_unit_and_skeleton.png
+.. image:: images/project_browser_import_clips_unit_and_skeleton.svg
 
 2) Importing animation clips
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -55,10 +55,10 @@ dialog:
 * Uncheck ``New Skeleton`` to indicate that the skeleton already exists.
 * Set ``Target Skeleton`` to the skeleton you imported in the previous step.
 
-.. image:: images/import_fbx_select_skeleton.png
+.. image:: images/import_fbx_select_skeleton.svg
 
 When the importer finishes, it creates an ``animations`` folder and places the
 imported clips inside it, with correct references to the existing skeleton and
 geometry:
 
-.. image:: images/project_browser_imported_clips.png
+.. image:: images/project_browser_imported_clips.svg

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