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  • CompressedTexture3D

    CompressedTexture3D Description Properties Methods Property Descriptions Method Descriptions CompressedTexture3D Inherits: Texture3D < Texture < Resource < RefCounte...
  • 简介

    简介 简介 The first step in the rendering process is to determine and set the output settings. This includes render size, frame rate, pixel aspect ratio, output location, and file t...
  • Struct Components

    Introduction What are Components? Writing Component’s markup Passing data to a component Introduction What are Components? Components are the building blocks of Yew. They ma...
  • Indicators: Creating Safety-Critical UI

    Indicators: Creating Safety-Critical UI Building Indicators Example Indicators Example Enabling Qt Safe Layout Tool Safety-Critical QML Types in UI Forms Running the Example E...
  • What are shaders?

    What are shaders? Introduction But what are they? What can they do What can’t they do Structure of a shader Technical overview What are shaders? Introduction So, you ha...
  • MeshRenderer

    MeshRenderer Component Reference MeshRenderer Properties Model group rendering Static batching About dynamic batching Instancing batching VB-merging batching Batch best pract...
  • Game settings

    642 2019-10-03 《Xenko v3.0 manual》
    Game settings Edit game settings Default scene Graphics compositor Audio Editor Note Navigation Dynamic navigation mesh properties Navigation group properties Physics Re...
  • Debugger panel

    Debugger panel Debugger Errors Profiler Visual Profiler Network Profiler Monitors Video RAM Misc Debugger panel Many of Godot’s debugging tools, including the debugger, ...
  • Debugger panel

    Debugger panel Debugger Errors Profiler Visual Profiler Network Profiler Monitors Video RAM Misc Up to date This page is up to date for Godot 4.1 . If you still find ou...
  • Perspective/Orthographic

    Perspective/Orthographic 选项 Perspective/Orthographic 参考 模式 所有模式 菜单 视图(View) ‣ 透视/正交(Perspective/Orthographic) 快捷键 Numpad5 This operator changes the projection of the vi...