diff --git a/doc/classes/GPUParticles.xml b/doc/classes/GPUParticles.xml index 6c9e74edc..db6173319 100644 --- a/doc/classes/GPUParticles.xml +++ b/doc/classes/GPUParticles.xml @@ -1,17 +1,17 @@ - + GPU-based 3D particle emitter. - 3D particle node used to create a variety of particle systems and effects. [Particles] features an emitter that generates some number of particles at a given rate. + 3D particle node used to create a variety of particle systems and effects. [GPUParticles] features an emitter that generates some number of particles at a given rate. Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. - [b]Note:[/b] [Particles] only work when using the GLES3 renderer. If using the GLES2 renderer, use [CPUParticles] instead. You can convert [Particles] to [CPUParticles] by selecting the node, clicking the [b]Particles[/b] menu at the top of the 3D editor viewport then choosing [b]Convert to CPUParticles[/b]. - [b]Note:[/b] On macOS, [Particles] rendering is much slower than [CPUParticles] due to transform feedback being implemented on the CPU instead of the GPU. Consider using [CPUParticles] instead when targeting macOS. - [b]Note:[/b] After working on a Particles node, remember to update its [member visibility_aabb] by selecting it, clicking the [b]Particles[/b] menu at the top of the 3D editor viewport then choose [b]Generate Visibility AABB[/b]. Otherwise, particles may suddenly disappear depending on the camera position and angle. + [b]Note:[/b] [GPUParticles] only work when using the GLES3 renderer. If using the GLES2 renderer, use [CPUParticles] instead. You can convert [GPUParticles] to [CPUParticles] by selecting the node, clicking the [b]GPUParticles[/b] menu at the top of the 3D editor viewport then choosing [b]Convert to CPUParticles[/b]. + [b]Note:[/b] On macOS, [GPUParticles] rendering is much slower than [CPUParticles] due to transform feedback being implemented on the CPU instead of the GPU. Consider using [CPUParticles] instead when targeting macOS. + [b]Note:[/b] After working on a GPUParticles node, remember to update its [member visibility_aabb] by selecting it, clicking the [b]GPUParticles[/b] menu at the top of the 3D editor viewport then choose [b]Generate Visibility AABB[/b]. Otherwise, particles may suddenly disappear depending on the camera position and angle. - $DOCS_URL/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html + $DOCS_URL/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html https://godotengine.org/asset-library/asset/678 @@ -48,7 +48,7 @@ The number of particles emitted in one emission cycle (corresponding to the [member lifetime]). [b]Note:[/b] Changing [member amount] will reset the particle emission, therefore removing all particles that were already emitted before changing [member amount]. - + Particle draw order. Uses [enum DrawOrder] values. @@ -101,7 +101,7 @@ The [AABB] that determines the node's region which needs to be visible on screen for the particle system to be active. - Grow the box if particles suddenly appear/disappear when the node enters/exits the screen. The [AABB] can be grown via code or with the [b]Particles → Generate AABB[/b] editor tool. + Grow the box if particles suddenly appear/disappear when the node enters/exits the screen. The [AABB] can be grown via code or with the [b]GPUParticles → Generate AABB[/b] editor tool. [b]Note:[/b] If the [ParticlesMaterial] in use is configured to cast shadows, you may want to enlarge this AABB to ensure the shadow is updated when particles are off-screen. @@ -115,13 +115,13 @@ - Particles are drawn in the order emitted. + GPUParticles are drawn in the order emitted. - Particles are drawn in order of remaining lifetime. + GPUParticles are drawn in order of remaining lifetime. - Particles are drawn in order of depth. + GPUParticles are drawn in order of depth. Maximum number of draw passes supported. diff --git a/doc/classes/GPUParticles2D.xml b/doc/classes/GPUParticles2D.xml index 7db32ddbc..e7a076e19 100644 --- a/doc/classes/GPUParticles2D.xml +++ b/doc/classes/GPUParticles2D.xml @@ -1,20 +1,20 @@ - + GPU-based 2D particle emitter. - 2D particle node used to create a variety of particle systems and effects. [Particles2D] features an emitter that generates some number of particles at a given rate. + 2D particle node used to create a variety of particle systems and effects. [GPUParticles2D] features an emitter that generates some number of particles at a given rate. Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. - [b]Note:[/b] [Particles2D] only work when using the GLES3 renderer. If using the GLES2 renderer, use [CPUParticles2D] instead. You can convert [Particles2D] to [CPUParticles2D] by selecting the node, clicking the [b]Particles[/b] menu at the top of the 2D editor viewport then choosing [b]Convert to CPUParticles2D[/b]. - [b]Note:[/b] On macOS, [Particles2D] rendering is much slower than [CPUParticles2D] due to transform feedback being implemented on the CPU instead of the GPU. Consider using [CPUParticles2D] instead when targeting macOS. - [b]Note:[/b] After working on a Particles node, remember to update its [member visibility_rect] by selecting it, clicking the [b]Particles[/b] menu at the top of the 2D editor viewport then choose [b]Generate Visibility Rect[/b]. Otherwise, particles may suddenly disappear depending on the camera position and angle. - [b]Note:[/b] Unlike [CPUParticles2D], [Particles2D] currently ignore the texture region defined in [AtlasTexture]s. + [b]Note:[/b] [GPUParticles2D] only work when using the GLES3 renderer. If using the GLES2 renderer, use [CPUParticles2D] instead. You can convert [GPUParticles2D] to [CPUParticles2D] by selecting the node, clicking the [b]GPUParticles[/b] menu at the top of the 2D editor viewport then choosing [b]Convert to CPUParticles2D[/b]. + [b]Note:[/b] On macOS, [GPUParticles2D] rendering is much slower than [CPUParticles2D] due to transform feedback being implemented on the CPU instead of the GPU. Consider using [CPUParticles2D] instead when targeting macOS. + [b]Note:[/b] After working on a GPUParticles node, remember to update its [member visibility_rect] by selecting it, clicking the [b]GPUParticles[/b] menu at the top of the 2D editor viewport then choose [b]Generate Visibility Rect[/b]. Otherwise, particles may suddenly disappear depending on the camera position and angle. + [b]Note:[/b] Unlike [CPUParticles2D], [GPUParticles2D] currently ignore the texture region defined in [AtlasTexture]s. $DOCS_URL/tutorials/2d/particle_systems_2d.html - https://godotengine.org/asset-library/asset/118 - https://godotengine.org/asset-library/asset/515 + https://godotengine.org/asset-library/asset/118 + https://godotengine.org/asset-library/asset/515 @@ -36,7 +36,7 @@ The number of particles emitted in one emission cycle (corresponding to the [member lifetime]). [b]Note:[/b] Changing [member amount] will reset the particle emission, therefore removing all particles that were already emitted before changing [member amount]. - + Particle draw order. Uses [enum DrawOrder] values. @@ -81,7 +81,7 @@ The [Rect2] that determines the node's region which needs to be visible on screen for the particle system to be active. - Grow the rect if particles suddenly appear/disappear when the node enters/exits the screen. The [Rect2] can be grown via code or with the [b]Particles → Generate Visibility Rect[/b] editor tool. + Grow the rect if particles suddenly appear/disappear when the node enters/exits the screen. The [Rect2] can be grown via code or with the [b]GPUParticles → Generate Visibility Rect[/b] editor tool. @@ -94,10 +94,10 @@ - Particles are drawn in the order emitted. + GPUParticles are drawn in the order emitted. - Particles are drawn in order of remaining lifetime. + GPUParticles are drawn in order of remaining lifetime.