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Merge pull request #58220 from timothyqiu/bbcode-tag-3.x
[3.x] Fix mismatched BBCode tags in classref
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doc/classes/SpriteBase3D.xml

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</member>
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<member name="modulate" type="Color" setter="set_modulate" getter="get_modulate" default="Color( 1, 1, 1, 1 )">
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A color value used to [i]multiply[/i] the texture's colors. Can be used for mood-coloring or to simulate the color of light.
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[b]Note:[/b] If a [member GeometryInstance.material_override] is defined on the [SpriteBase3D], the material override must be configured to take vertex colors into account for albedo. Otherwise, the color defined in [member modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial.vertex_color_use_as_albedo] must be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the shader's [code]fragment()[/code] function.
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[b]Note:[/b] If a [member GeometryInstance.material_override] is defined on the [SpriteBase3D], the material override must be configured to take vertex colors into account for albedo. Otherwise, the color defined in [member modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial.vertex_color_use_as_albedo] must be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function.
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</member>
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<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2( 0, 0 )">
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The texture's drawing offset.
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</member>
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<member name="opacity" type="float" setter="set_opacity" getter="get_opacity" default="1.0">
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The texture's visibility on a scale from [code]0[/code] (fully invisible) to [code]1[/code] (fully visible). [member opacity] is a multiplier for the [member modulate] color's alpha channel.
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[b]Note:[/b] If a [member GeometryInstance.material_override] is defined on the [SpriteBase3D], the material override must be configured to take vertex colors into account for albedo. Otherwise, the opacity defined in [member opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial.vertex_color_use_as_albedo] must be [code]true[/code]. For a [ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the shader's [code]fragment()[/code] function.
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[b]Note:[/b] If a [member GeometryInstance.material_override] is defined on the [SpriteBase3D], the material override must be configured to take vertex colors into account for albedo. Otherwise, the opacity defined in [member opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial.vertex_color_use_as_albedo] must be [code]true[/code]. For a [ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the shader's [code]fragment()[/code] function.
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</member>
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<member name="pixel_size" type="float" setter="set_pixel_size" getter="get_pixel_size" default="0.01">
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The size of one pixel's width on the sprite to scale it in 3D.

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