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Update model.md

Björn Ritzl 2 yıl önce
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      docs/en/manuals/model.md

+ 3 - 3
docs/en/manuals/model.md

@@ -23,7 +23,7 @@ With the model created you need to specify a number of properties:
 Apart from the properties *Id*, *Position* and *Rotation* the following component specific properties exist:
 
 *Mesh*
-: This property should refer to the Collada *.dae* file that contains the mesh to use. If the file contains multiple meshes, only the first one is read.
+: This property should refer to the glTF *.gltf* or Collada *.dae* file that contains the mesh to use. If the file contains multiple meshes, only the first one is read.
 
 *Material*
 : Set this property to a material you have created that is suitable for a textured 3D object. There is a built-in *model.material* file that you can use as a starting point.
@@ -32,7 +32,7 @@ Apart from the properties *Id*, *Position* and *Rotation* the following componen
 : This property should point to the texture image file that you want applied to the object.
 
 *Skeleton*
-: This property should refer to the Collada *.dae* file that contains the skeleton to use for animation. Note that Defold requires a single root bone in your hierarchy.
+: This property should refer to the glTF *.gltf* or Collada *.dae* file that contains the skeleton to use for animation. Note that Defold requires a single root bone in your hierarchy.
 
 *Animations*
 : Set this to the *Animation Set File* that contains the animations you want to use on the model.
@@ -90,7 +90,7 @@ A model also has a number of different properties that can be manipulated using
 
 ## Material
 
-3D software commonly allows you to set properties on your object vertices, like coloring and texturing. This information goes into the Collada *.dae* file that you export from your 3D software. Depending on the requirements of your game you will have to select and/or create appropriate and _performant_ materials for your objects. A material combines _shader programs_ with a set of parameters for rendering of the object.
+3D software commonly allows you to set properties on your object vertices, like coloring and texturing. This information goes into the glTF *.gltf* or Collada *.dae* file that you export from your 3D software. Depending on the requirements of your game you will have to select and/or create appropriate and _performant_ materials for your objects. A material combines _shader programs_ with a set of parameters for rendering of the object.
 
 There is a simple 3D model material available in the built-in materials folder. If you need to create custom materials for your models, see the [Material documentation](/manuals/material) for information. The [Shader manual](/manuals/shader) contains information on how shader programs work.