mirror of https://github.com/godotengine/godot
Clarify the purpose of MeshInstance2D and MultiMeshInstance2D
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Node used for displaying a [Mesh] in 2D.
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</brief_description>
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<description>
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Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be automatically created from an existing [Sprite2D] via a tool in the editor toolbar. Select the [Sprite2D] node, then choose [b]Sprite2D > Convert to MeshInstance2D[/b] at the top of the 2D editor viewport.
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Node used for displaying a [Mesh] in 2D. This can be faster to render compared to displaying a [Sprite2D] node with large transparent areas, especially if the node takes up a lot of space on screen at high viewport resolutions. This is because using a mesh designed to fit the sprite's opaque areas will reduce GPU fill rate utilization (at the cost of increased vertex processing utilization).
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When a [Mesh] has to be instantiated more than thousands of times close to each other, consider using a [MultiMesh] in a [MultiMeshInstance2D] instead.
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A [MeshInstance2D] can be created from an existing [Sprite2D] via a tool in the editor toolbar. Select the [Sprite2D] node, then choose [b]Sprite2D > Convert to MeshInstance2D[/b] at the top of the 2D editor viewport.
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</description>
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<tutorials>
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<link title="2D meshes">$DOCS_URL/tutorials/2d/2d_meshes.html</link>
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Node that instances a [MultiMesh] in 2D.
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</brief_description>
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<description>
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[MultiMeshInstance2D] is a specialized node to instance a [MultiMesh] resource in 2D.
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[MultiMeshInstance2D] is a specialized node to instance a [MultiMesh] resource in 2D. This can be faster to render compared to displaying many [Sprite2D] nodes with large transparent areas, especially if the nodes take up a lot of space on screen at high viewport resolutions. This is because using a mesh designed to fit the sprites' opaque areas will reduce GPU fill rate utilization (at the cost of increased vertex processing utilization).
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Usage is the same as [MultiMeshInstance3D].
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</description>
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<tutorials>
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