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Deref Godot: doc/ part 9
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mcdubhghlas committed Oct 11, 2024
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4 changes: 2 additions & 2 deletions doc/classes/Projection.xml
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<param index="0" name="right" type="Projection" />
<description>
Returns [code]true[/code] if the projections are not equal.
[b]Note:[/b] Due to floating-point precision errors, this may return [code]true[/code], even if the projections are virtually equal. An [code]is_equal_approx[/code] method may be added in a future version of Godot.
[b]Note:[/b] Due to floating-point precision errors, this may return [code]true[/code], even if the projections are virtually equal. An [code]is_equal_approx[/code] method may be added in a future version of Redot.
</description>
</operator>
<operator name="operator *">
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<param index="0" name="right" type="Projection" />
<description>
Returns [code]true[/code] if the projections are equal.
[b]Note:[/b] Due to floating-point precision errors, this may return [code]false[/code], even if the projections are virtually equal. An [code]is_equal_approx[/code] method may be added in a future version of Godot.
[b]Note:[/b] Due to floating-point precision errors, this may return [code]false[/code], even if the projections are virtually equal. An [code]is_equal_approx[/code] method may be added in a future version of Redot.
</description>
</operator>
<operator name="operator []">
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2 changes: 1 addition & 1 deletion doc/classes/Quaternion.xml
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<description>
The [Quaternion] built-in [Variant] type is a 4D data structure that represents rotation in the form of a [url=https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. Compared to the [Basis] type which can store both rotation and scale, quaternions can [i]only[/i] store rotation.
A [Quaternion] is composed by 4 floating-point components: [member w], [member x], [member y], and [member z]. These components are very compact in memory, and because of this some operations are more efficient and less likely to cause floating-point errors. Methods such as [method get_angle], [method get_axis], and [method slerp] are faster than their [Basis] counterparts.
For a great introduction to quaternions, see [url=https://www.youtube.com/watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know the math behind quaternions, as Godot provides several helper methods that handle it for you. These include [method slerp] and [method spherical_cubic_interpolate], as well as the [code]*[/code] operator.
For a great introduction to quaternions, see [url=https://www.youtube.com/watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know the math behind quaternions, as Redot provides several helper methods that handle it for you. These include [method slerp] and [method spherical_cubic_interpolate], as well as the [code]*[/code] operator.
[b]Note:[/b] Quaternions must be normalized before being used for rotation (see [method normalized]).
[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a quaternion use 32-bit precision by default, unlike [float] which is always 64-bit. If double precision is needed, compile the engine with the option [code]precision=double[/code].
</description>
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2 changes: 1 addition & 1 deletion doc/classes/RDPipelineColorBlendStateAttachment.xml
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</brief_description>
<description>
Controls how blending between source and destination fragments is performed when using [RenderingDevice].
For reference, this is how common user-facing blend modes are implemented in Godot's 2D renderer:
For reference, this is how common user-facing blend modes are implemented in Redot's 2D renderer:
[b]Mix:[/b]
[codeblock]
var attachment = RDPipelineColorBlendStateAttachment.new()
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2 changes: 1 addition & 1 deletion doc/classes/RDPipelineDepthStencilState.xml
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If [code]true[/code], each depth value will be tested to see if it is between [member depth_range_min] and [member depth_range_max]. If it is outside of these values, it is discarded.
</member>
<member name="enable_depth_test" type="bool" setter="set_enable_depth_test" getter="get_enable_depth_test" default="false">
If [code]true[/code], enables depth testing which allows objects to be automatically occluded by other objects based on their depth. This also allows objects to be partially occluded by other objects. If [code]false[/code], objects will appear in the order they were drawn (like in Godot's 2D renderer).
If [code]true[/code], enables depth testing which allows objects to be automatically occluded by other objects based on their depth. This also allows objects to be partially occluded by other objects. If [code]false[/code], objects will appear in the order they were drawn (like in Redot's 2D renderer).
</member>
<member name="enable_depth_write" type="bool" setter="set_enable_depth_write" getter="get_enable_depth_write" default="false">
If [code]true[/code], writes to the depth buffer whenever the depth test returns true. Only works when enable_depth_test is also true.
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4 changes: 2 additions & 2 deletions doc/classes/RDShaderFile.xml
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="RDShaderFile" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Compiled shader file in SPIR-V form (used by [RenderingDevice]). Not to be confused with Godot's own [Shader].
Compiled shader file in SPIR-V form (used by [RenderingDevice]). Not to be confused with Redot's own [Shader].
</brief_description>
<description>
Compiled shader file in SPIR-V form.
See also [RDShaderSource]. [RDShaderFile] is only meant to be used with the [RenderingDevice] API. It should not be confused with Godot's own [Shader] resource, which is what Godot's various nodes use for high-level shader programming.
See also [RDShaderSource]. [RDShaderFile] is only meant to be used with the [RenderingDevice] API. It should not be confused with Redot's own [Shader] resource, which is what Redot's various nodes use for high-level shader programming.
</description>
<tutorials>
</tutorials>
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10 changes: 5 additions & 5 deletions doc/classes/RDShaderSPIRV.xml
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The SPIR-V bytecode for the vertex shader stage.
</member>
<member name="compile_error_compute" type="String" setter="set_stage_compile_error" getter="get_stage_compile_error" default="&quot;&quot;">
The compilation error message for the compute shader stage (set by the SPIR-V compiler and Godot). If empty, shader compilation was successful.
The compilation error message for the compute shader stage (set by the SPIR-V compiler and Redot). If empty, shader compilation was successful.
</member>
<member name="compile_error_fragment" type="String" setter="set_stage_compile_error" getter="get_stage_compile_error" default="&quot;&quot;">
The compilation error message for the fragment shader stage (set by the SPIR-V compiler and Godot). If empty, shader compilation was successful.
The compilation error message for the fragment shader stage (set by the SPIR-V compiler and Redot). If empty, shader compilation was successful.
</member>
<member name="compile_error_tesselation_control" type="String" setter="set_stage_compile_error" getter="get_stage_compile_error" default="&quot;&quot;">
The compilation error message for the tessellation control shader stage (set by the SPIR-V compiler and Godot). If empty, shader compilation was successful.
The compilation error message for the tessellation control shader stage (set by the SPIR-V compiler and Redot). If empty, shader compilation was successful.
</member>
<member name="compile_error_tesselation_evaluation" type="String" setter="set_stage_compile_error" getter="get_stage_compile_error" default="&quot;&quot;">
The compilation error message for the tessellation evaluation shader stage (set by the SPIR-V compiler and Godot). If empty, shader compilation was successful.
The compilation error message for the tessellation evaluation shader stage (set by the SPIR-V compiler and Redot). If empty, shader compilation was successful.
</member>
<member name="compile_error_vertex" type="String" setter="set_stage_compile_error" getter="get_stage_compile_error" default="&quot;&quot;">
The compilation error message for the vertex shader stage (set by the SPIR-V compiler and Godot). If empty, shader compilation was successful.
The compilation error message for the vertex shader stage (set by the SPIR-V compiler and Redot). If empty, shader compilation was successful.
</member>
</members>
</class>
4 changes: 2 additions & 2 deletions doc/classes/RDShaderSource.xml
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</brief_description>
<description>
Shader source code in text form.
See also [RDShaderFile]. [RDShaderSource] is only meant to be used with the [RenderingDevice] API. It should not be confused with Godot's own [Shader] resource, which is what Godot's various nodes use for high-level shader programming.
See also [RDShaderFile]. [RDShaderSource] is only meant to be used with the [RenderingDevice] API. It should not be confused with Redot's own [Shader] resource, which is what Redot's various nodes use for high-level shader programming.
</description>
<tutorials>
</tutorials>
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<param index="1" name="source" type="String" />
<description>
Sets [param source] code for the specified shader [param stage]. Equivalent to setting one of [member source_compute], [member source_fragment], [member source_tesselation_control], [member source_tesselation_evaluation] or [member source_vertex].
[b]Note:[/b] If you set the compute shader source code using this method directly, remember to remove the Godot-specific hint [code]#[compute][/code].
[b]Note:[/b] If you set the compute shader source code using this method directly, remember to remove the Redot-specific hint [code]#[compute][/code].
</description>
</method>
</methods>
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2 changes: 1 addition & 1 deletion doc/classes/RandomNumberGenerator.xml
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[b]Note:[/b] The default value of this property is pseudo-random, and changes when calling [method randomize]. The [code]0[/code] value documented here is a placeholder, and not the actual default seed.
[codeblock]
var rng = RandomNumberGenerator.new()
rng.seed = hash("Godot")
rng.seed = hash("Redot")
rng.state = 100 # Restore to some previously saved state.
[/codeblock]
</member>
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4 changes: 2 additions & 2 deletions doc/classes/Rect2.xml
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var absolute = rect.Abs(); // absolute is Rect2(-75, -25, 100, 50)
[/csharp]
[/codeblocks]
[b]Note:[/b] It's recommended to use this method when [member size] is negative, as most other methods in Godot assume that the [member position] is the top-left corner, and the [member end] is the bottom-right corner.
[b]Note:[/b] It's recommended to use this method when [member size] is negative, as most other methods in Redot assume that the [member position] is the top-left corner, and the [member end] is the bottom-right corner.
</description>
</method>
<method name="encloses" qualifiers="const">
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</member>
<member name="size" type="Vector2" setter="" getter="" default="Vector2(0, 0)">
The rectangle's width and height, starting from [member position]. Setting this value also affects the [member end] point.
[b]Note:[/b] It's recommended setting the width and height to non-negative values, as most methods in Godot assume that the [member position] is the top-left corner, and the [member end] is the bottom-right corner. To get an equivalent rectangle with non-negative size, use [method abs].
[b]Note:[/b] It's recommended setting the width and height to non-negative values, as most methods in Redot assume that the [member position] is the top-left corner, and the [member end] is the bottom-right corner. To get an equivalent rectangle with non-negative size, use [method abs].
</member>
</members>
<operators>
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4 changes: 2 additions & 2 deletions doc/classes/Rect2i.xml
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var absolute = rect.Abs(); // absolute is Rect2I(-75, -25, 100, 50)
[/csharp]
[/codeblocks]
[b]Note:[/b] It's recommended to use this method when [member size] is negative, as most other methods in Godot assume that the [member position] is the top-left corner, and the [member end] is the bottom-right corner.
[b]Note:[/b] It's recommended to use this method when [member size] is negative, as most other methods in Redot assume that the [member position] is the top-left corner, and the [member end] is the bottom-right corner.
</description>
</method>
<method name="encloses" qualifiers="const">
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</member>
<member name="size" type="Vector2i" setter="" getter="" default="Vector2i(0, 0)">
The rectangle's width and height, starting from [member position]. Setting this value also affects the [member end] point.
[b]Note:[/b] It's recommended setting the width and height to non-negative values, as most methods in Godot assume that the [member position] is the top-left corner, and the [member end] is the bottom-right corner. To get an equivalent rectangle with non-negative size, use [method abs].
[b]Note:[/b] It's recommended setting the width and height to non-negative values, as most methods in Redot assume that the [member position] is the top-left corner, and the [member end] is the bottom-right corner. To get an equivalent rectangle with non-negative size, use [method abs].
</member>
</members>
<operators>
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