Skip to content
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
2 changes: 1 addition & 1 deletion getting_started/first_3d_game/02.player_input.rst
Original file line number Diff line number Diff line change
Expand Up @@ -131,7 +131,7 @@ Bind also the :kbd:`A` key, onto the action ``move_left``.
Let's now add support for a gamepad's left joystick. Click the "+" button again
but this time, select *Manual Selection -> Joypad Axes*.

.. image:: img/02.player_input/left_inputmap.webp
.. image:: img/02.player_input/joystick_axis_input.webp

Select the negative X axis of the left joystick.

Expand Down
Binary file not shown.
2 changes: 1 addition & 1 deletion tutorials/2d/using_tilemaps.rst
Original file line number Diff line number Diff line change
Expand Up @@ -248,7 +248,7 @@ you can place them in a repeating pattern across the line.
You can toggle this mode temporarily while in Paint or Eraser mode by holding
:kbd:`Shift` then drawing.

.. figure:: img/using_tilemaps_bucket_fill.webp
.. figure:: img/using_tilesets_line_tool_multiple_tiles.webp
:align: center
:alt: Using the line tool after selecting two tiles to draw platforms diagonally

Expand Down
2 changes: 1 addition & 1 deletion tutorials/2d/using_tilesets.rst
Original file line number Diff line number Diff line change
Expand Up @@ -428,7 +428,7 @@ to ``false``:
:ref:`Tile property painting <doc_using_tilemaps_using_tile_property_painting>`
can also be used for custom data:

.. figure:: img/using_tilesets_edit_custom_data.webp
.. figure:: img/using_tilesets_paint_custom_data.webp
:align: center
:alt: Assigning custom data in the TileSet editor using tile property painting

Expand Down
2 changes: 1 addition & 1 deletion tutorials/3d/environment_and_post_processing.rst
Original file line number Diff line number Diff line change
Expand Up @@ -65,7 +65,7 @@ be disabled using the buttons at the top of the 3D editor:
Clicking on the 3 vertical dots on the right will display a dialog which allows
you to customize the appearance of the preview environment:

.. image:: img/environment_preview_sun_sky_toggle.webp
.. image:: img/environment_preview_sun_sky_dialog.webp

**The preview sun and sky is only visible in the editor, not in the running
project.** Using the buttons at the bottom of the dialog, you can add the
Expand Down
7 changes: 7 additions & 0 deletions tutorials/3d/global_illumination/reflection_probes.rst
Original file line number Diff line number Diff line change
Expand Up @@ -43,6 +43,13 @@ Visual comparison

Reflection probe enabled.


.. figure:: img/gi_lightmap_gi_indirect_only_reflection_probe.webp
:align: center
:alt: Reflection probe enabled.

Reflection probe enabled with LightmapGI used at the same time. The lightmap appears in the reflection.

By combining reflection probes with screen-space reflections, you can get the
best of both worlds: high-quality reflections for general room structure (that
remain present when off-screen), while also having real-time reflections for
Expand Down
Binary file removed tutorials/3d/img/environment_3d_lut_import.webp
Binary file not shown.
11 changes: 10 additions & 1 deletion tutorials/3d/lights_and_shadows.rst
Original file line number Diff line number Diff line change
Expand Up @@ -96,7 +96,7 @@ them much faster to render. You can also use emissive materials with any
as a replacement for light nodes that emit light over a large area.

Shadow mapping
^^^^^^^^^^^^^^
--------------

Lights can optionally cast shadows. This gives them greater realism (light does
not reach occluded areas), but it can incur a bigger performance cost.
Expand Down Expand Up @@ -124,6 +124,11 @@ There is a list of generic shadow parameters, each also has a specific function:
the grainy pattern used for filtering more noticeable.
See also :ref:`doc_lights_and_shadows_shadow_filter_mode`.

.. image:: img/lights_and_shadows_blur.webp

Tweaking shadow bias
^^^^^^^^^^^^^^^^^^^^

Below is an image of what tweaking bias looks like. Default values work for most
cases, but in general, it depends on the size and complexity of geometry.

Expand Down Expand Up @@ -267,6 +272,8 @@ expensive, so check the recommendations in
:ref:`doc_lights_and_shadows_pcss_recommendations` if setting this value above
``0.0`` on lights with shadows enabled.

.. image:: img/lights_and_shadows_pcss.webp

Omni shadow mapping
^^^^^^^^^^^^^^^^^^^

Expand Down Expand Up @@ -448,6 +455,8 @@ artifacts from the low sample count less visible. Conversely, the **Soft High**
and **Soft Ultra** settings will automatically increase shadow blur to better
make use of the increased sample count.

.. image:: img/lights_and_shadows_filter_quality.webp

16-bits versus 32-bit
^^^^^^^^^^^^^^^^^^^^^

Expand Down