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docs: use SVG for highlighted images

Daniele Bartolini 1 周之前
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二进制
docs/importing_resources/images/import_dialog.png


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docs/importing_resources/images/import_dialog.svg


二进制
docs/importing_resources/images/import_dialog_select_resource_type.png


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docs/importing_resources/images/import_dialog_select_resource_type.svg


二进制
docs/importing_resources/images/import_fbx_select_skeleton.png


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docs/importing_resources/images/import_fbx_select_skeleton.svg


二进制
docs/importing_resources/images/import_fbx_unchecked_animations.png


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docs/importing_resources/images/import_fbx_unchecked_animations.svg


二进制
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


二进制
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
 folder, right-click the folder, and choose ``Import...`` from the context
 menu. Crown will present a file picker:
 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
 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
 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
 (for example, ``.png`` files can be imported as textures or as sprites). Use
 the resource-type selector to pick the desired resource:
 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.
 * **Units**: import geometry, lights, cameras, materials and any associated textures.
 * **Animation**: import skeleton and animation clips. If your scene contains no
 * **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
 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
 Project Browser create or select the target folder, make sure ``Import
 Animations`` is unchecked, then click ``Import`` to begin:
 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
 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
 objects you selected in the Unit section will appear as separate items in the
 Project Browser:
 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
 2) Importing animation clips
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -55,10 +55,10 @@ dialog:
 * Uncheck ``New Skeleton`` to indicate that the skeleton already exists.
 * Uncheck ``New Skeleton`` to indicate that the skeleton already exists.
 * Set ``Target Skeleton`` to the skeleton you imported in the previous step.
 * 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
 When the importer finishes, it creates an ``animations`` folder and places the
 imported clips inside it, with correct references to the existing skeleton and
 imported clips inside it, with correct references to the existing skeleton and
 geometry:
 geometry:
 
 
-.. image:: images/project_browser_imported_clips.png
+.. image:: images/project_browser_imported_clips.svg

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