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Update 3D lights and shadows documentation for 4.0
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Calinou committed Feb 24, 2023
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4 changes: 4 additions & 0 deletions tutorials/3d/3d_antialiasing.rst
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Expand Up @@ -73,6 +73,8 @@ Note that alpha antialiasing is not used here:

.. image:: img/antialiasing_msaa_8x.webp

.. _doc_3d_antialiasing_taa:

Temporal antialiasing (TAA)
---------------------------

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.. image:: img/antialiasing_taa.webp

.. _doc_3d_antialiasing_fxaa:

Fast approximate antialiasing (FXAA)
------------------------------------

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11 changes: 8 additions & 3 deletions tutorials/3d/introduction_to_3d.rst
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Expand Up @@ -193,7 +193,7 @@ When created from the Project Manager, the 3D environment has a default sky.

.. image:: img/tuto_3d8.png

Given how physically based rendering works, it is advised to always try to
Given how physically-based rendering works, it is advised to always try to
work with a default environment in order to provide indirect and reflected
light to your objects.

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Lights
------

There is no limitation on the number of lights, nor of types of lights, in
Godot. As many as desired can be added (as long as performance allows).
The background environment emits some ambient light which appears on surfaces.
Still, without any light sources placed in the scene, the scene will appear
quite dark unless the background environment is very bright.

Most outdoor scenes have a directional light (the sun or moon), while indoor
scenes typically have several positional lights (lamps, torches, …).
See :ref:`doc_lights_and_shadows` for more information on setting up lights in Godot.
494 changes: 379 additions & 115 deletions tutorials/3d/lights_and_shadows.rst

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