diff --git a/tutorials/math/matrices_and_transforms.rst b/tutorials/math/matrices_and_transforms.rst index ca22ff61c7e..3bc6fb12d2c 100644 --- a/tutorials/math/matrices_and_transforms.rst +++ b/tutorials/math/matrices_and_transforms.rst @@ -50,10 +50,10 @@ You should not worry about manipulating rows directly, as we usually work with columns. However, you can think of the rows of the matrix as showing which vectors contribute to moving in a given direction. -When we refer to a value such as `t.x.y`, that's the Y component of +When we refer to a value such as ``t.x.y``, that's the Y component of the X column vector. In other words, the bottom-left of the matrix. -Similarly, `t.x.x` is top-left, `t.y.x` is top-right, and `t.y.y` -is bottom-right, where `t` is the Transform2D. +Similarly, ``t.x.x`` is top-left, ``t.y.x`` is top-right, and ``t.y.y`` +is bottom-right, where ``t`` is the Transform2D. Scaling the transformation matrix ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ @@ -184,7 +184,7 @@ matrix, you can use ``atan2(t.x.y, t.x.x)``, where t is the Transform2D. Basis of the transformation matrix ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -So far we have only been working with the `x` and `y`, vectors, which +So far we have only been working with the ``x`` and ``y``, vectors, which are in charge of representing rotation, scale, and/or shearing (advanced, covered at the end). The X and Y vectors are together called the *basis* of the transformation matrix. The terms "basis" diff --git a/tutorials/physics/using_character_body_2d.rst b/tutorials/physics/using_character_body_2d.rst index f5978b00b60..c9ad7dd6270 100644 --- a/tutorials/physics/using_character_body_2d.rst +++ b/tutorials/physics/using_character_body_2d.rst @@ -299,7 +299,7 @@ bounce off the walls. This example uses three scenes. The main scene contains the Player and Walls. The Bullet and Wall are separate scenes so that they can be instanced. -The Player is controlled by the `w` and `s` keys for forward and back. Aiming +The Player is controlled by the ``w`` and ``s`` keys for forward and back. Aiming uses the mouse pointer. Here is the code for the Player, using ``move_and_slide()``: .. tabs:: diff --git a/tutorials/scripting/gdextension/gdextension_cpp_example.rst b/tutorials/scripting/gdextension/gdextension_cpp_example.rst index 2f7db46cc8c..aaadce7f628 100644 --- a/tutorials/scripting/gdextension/gdextension_cpp_example.rst +++ b/tutorials/scripting/gdextension/gdextension_cpp_example.rst @@ -98,7 +98,7 @@ below. To generate and compile the bindings, use this command (replacing ```` with ``windows``, ``linux`` or ``macos`` depending on your OS): -To speed up compilation, add `-jN` at the end of the SCons command line where `N` +To speed up compilation, add ``-jN`` at the end of the SCons command line where ``N`` is the number of CPU threads you have on your system. The example below uses 4 threads. .. code-block:: none diff --git a/tutorials/shaders/shader_reference/shading_language.rst b/tutorials/shaders/shader_reference/shading_language.rst index 3b94aba7df1..9bbedc1921f 100644 --- a/tutorials/shaders/shader_reference/shading_language.rst +++ b/tutorials/shaders/shader_reference/shading_language.rst @@ -1208,7 +1208,7 @@ is used, it can be scalar or vector. +-----------------------------------------------------------------------------+---------------------------------------------------------------------+ | vec3 **refract** (vec3 I, vec3 N, float eta) | Refract. | +-----------------------------------------------------------------------------+---------------------------------------------------------------------+ -| vec_type **faceforward** (vec_type N, vec_type I, vec_type Nref) | If ``dot(Nref, I)`` < 0, return N, otherwise –N. | +| vec_type **faceforward** (vec_type N, vec_type I, vec_type Nref) | If ``dot(Nref, I)`` < 0, return ``N``, otherwise ``-N``. | +-----------------------------------------------------------------------------+---------------------------------------------------------------------+ | mat_type **matrixCompMult** (mat_type x, mat_type y) | Matrix component multiplication. | +-----------------------------------------------------------------------------+---------------------------------------------------------------------+ @@ -1240,8 +1240,8 @@ is used, it can be scalar or vector. +-----------------------------------------------------------------------------+---------------------------------------------------------------------+ | ivec2 **textureSize** (gsampler2D s, int lod) | Get the size of a texture. | | | | -| ivec3 **textureSize** (gsampler2DArray s, int lod) | The LOD defines which mipmap level is used. An LOD value of 0 will | -| | use the full resolution texture. | +| ivec3 **textureSize** (gsampler2DArray s, int lod) | The LOD defines which mipmap level is used. An LOD value of ``0`` | +| | will use the full resolution texture. | | ivec3 **textureSize** (gsampler3D s, int lod) | | | | | | ivec2 **textureSize** (samplerCube s, int lod) | | @@ -1249,8 +1249,8 @@ is used, it can be scalar or vector. | ivec2 **textureSize** (samplerCubeArray s, int lod) | | +-----------------------------------------------------------------------------+---------------------------------------------------------------------+ | vec2 **textureQueryLod** (gsampler2D s, vec2 p) | Compute the level-of-detail that would be used to sample from a | -| | texture. The `x` component of the resulted value is the mipmap | -| vec3 **textureQueryLod** (gsampler2DArray s, vec2 p) | array that would be accessed. The `y` component is computed | +| | texture. The ``x`` component of the resulted value is the mipmap | +| vec3 **textureQueryLod** (gsampler2DArray s, vec2 p) | array that would be accessed. The ``y`` component is computed | | | level-of-detail relative to the base level (regardless of the | | vec2 **textureQueryLod** (gsampler3D s, vec3 p) | mipmap levels of the texture). | | | | @@ -1258,7 +1258,7 @@ is used, it can be scalar or vector. +-----------------------------------------------------------------------------+---------------------------------------------------------------------+ | int **textureQueryLevels** (gsampler2D s) | Get the number of accessible mipmap levels of a texture. | | | | -| int **textureQueryLevels** (gsampler2DArray s) | If the texture is unassigned to a sampler, `0` is returned. | +| int **textureQueryLevels** (gsampler2DArray s) | If the texture is unassigned to a sampler, ``0`` is returned. | | | | | int **textureQueryLevels** (gsampler3D s) | | | | | @@ -1282,7 +1282,7 @@ is used, it can be scalar or vector. +-----------------------------------------------------------------------------+---------------------------------------------------------------------+ | gvec4_type **textureLod** (gsampler2D s, vec2 p, float lod) | Perform a texture read at custom mipmap. | | | | -| gvec4_type **textureLod** (gsampler2DArray s, vec3 p, float lod) | The LOD defines which mipmap level is used. An LOD value of 0.0 | +| gvec4_type **textureLod** (gsampler2DArray s, vec3 p, float lod) | The LOD defines which mipmap level is used. An LOD value of ``0.0`` | | | will use the full resolution texture. | | gvec4_type **textureLod** (gsampler3D s, vec3 p, float lod) | | | | | @@ -1292,7 +1292,7 @@ is used, it can be scalar or vector. +-----------------------------------------------------------------------------+---------------------------------------------------------------------+ | gvec4_type **textureProjLod** (gsampler2D s, vec3 p, float lod) | Performs a texture read with projection/LOD. | | | | -| gvec4_type **textureProjLod** (gsampler2D s, vec4 p, float lod) | The LOD defines which mipmap level is used. An LOD value of 0.0 | +| gvec4_type **textureProjLod** (gsampler2D s, vec4 p, float lod) | The LOD defines which mipmap level is used. An LOD value of ``0.0`` | | | will use the full resolution texture. | | gvec4_type **textureProjLod** (gsampler3D s, vec4 p, float lod) | | +-----------------------------------------------------------------------------+---------------------------------------------------------------------+ @@ -1318,8 +1318,8 @@ is used, it can be scalar or vector. +-----------------------------------------------------------------------------+---------------------------------------------------------------------+ | gvec4_type **texelFetch** (gsampler2D s, ivec2 p, int lod) | Fetches a single texel using integer coordinates. | | | | -| gvec4_type **texelFetch** (gsampler2DArray s, ivec3 p, int lod) | The LOD defines which mipmap level is used. An LOD value of 0 will | -| | use the full resolution texture. | +| gvec4_type **texelFetch** (gsampler2DArray s, ivec3 p, int lod) | The LOD defines which mipmap level is used. An LOD value of ``0`` | +| | will use the full resolution texture. | | gvec4_type **texelFetch** (gsampler3D s, ivec3 p, int lod) | | +-----------------------------------------------------------------------------+---------------------------------------------------------------------+ | gvec4_type **textureGather** (gsampler2D s, vec2 p [, int comps]) | Gathers four texels from a texture. | diff --git a/tutorials/ui/bbcode_in_richtextlabel.rst b/tutorials/ui/bbcode_in_richtextlabel.rst index bbf28731f15..db15ad772fd 100644 --- a/tutorials/ui/bbcode_in_richtextlabel.rst +++ b/tutorials/ui/bbcode_in_richtextlabel.rst @@ -836,7 +836,7 @@ object, which holds a few variables to control how the associated glyph is rende effect. You can use :ref:`get() ` with an optional default value to retrieve each parameter, if specified by the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would have a float ``spread`` and Color ``color`` - parameters in its ` `env`` Dictionary. See below for more usage examples. + parameters in its ``env`` Dictionary. See below for more usage examples. The last thing to note about this function is that it is necessary to return a boolean ``true`` value to verify that the effect processed correctly. This way, if there's a problem diff --git a/tutorials/ui/gui_using_fonts.rst b/tutorials/ui/gui_using_fonts.rst index 58c276ee798..4634b0c7bd7 100644 --- a/tutorials/ui/gui_using_fonts.rst +++ b/tutorials/ui/gui_using_fonts.rst @@ -860,7 +860,7 @@ how the default font should be rendered: :ref:`subpixel positioning ` method for the default project font. - **Default Font Multichannel Signed Distance Field:** If ``true``, makes the - default project font use `MSDF font rendering ` instead + default project font use :ref:`MSDF font rendering ` instead of traditional rasterization. - **Default Font Generate Mipmaps:** If ``true``, enables :ref:`mipmap ` generation and