Remove outdated note about BaseMaterial3D.billboard_mode shadow issue
The linked pull request was merged in Godot 4.3.
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@ -125,7 +125,6 @@
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</member>
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<member name="billboard_mode" type="int" setter="set_billboard_mode" getter="get_billboard_mode" enum="BaseMaterial3D.BillboardMode" default="0">
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Controls how the object faces the camera. See [enum BillboardMode].
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[b]Note:[/b] When billboarding is enabled and the material also casts shadows, billboards will face [b]the[/b] camera in the scene when rendering shadows. In scenes with multiple cameras, the intended shadow cannot be determined and this will result in undefined behavior. See [url=https://github.com/godotengine/godot/pull/72638]GitHub Pull Request #72638[/url] for details.
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[b]Note:[/b] Billboard mode is not suitable for VR because the left-right vector of the camera is not horizontal when the screen is attached to your head instead of on the table. See [url=https://github.com/godotengine/godot/issues/41567]GitHub issue #41567[/url] for details.
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</member>
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<member name="blend_mode" type="int" setter="set_blend_mode" getter="get_blend_mode" enum="BaseMaterial3D.BlendMode" default="0">
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