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Tint 3D light gizmos using the light's color
This makes navigation more convenient in the 3D viewport, especially when using the unshaded display mode.
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@@ -102,11 +102,11 @@ protected:
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static void _bind_methods();
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public:
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void add_lines(const Vector<Vector3> &p_lines, const Ref<Material> &p_material, bool p_billboard = false);
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void add_lines(const Vector<Vector3> &p_lines, const Ref<Material> &p_material, bool p_billboard = false, const Color &p_modulate = Color(1, 1, 1));
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void add_mesh(const Ref<ArrayMesh> &p_mesh, bool p_billboard = false, const Ref<SkinReference> &p_skin_reference = Ref<SkinReference>(), const Ref<Material> &p_material = Ref<Material>());
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void add_collision_segments(const Vector<Vector3> &p_lines);
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void add_collision_triangles(const Ref<TriangleMesh> &p_tmesh);
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void add_unscaled_billboard(const Ref<Material> &p_material, float p_scale = 1);
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void add_unscaled_billboard(const Ref<Material> &p_material, float p_scale = 1, const Color &p_modulate = Color(1, 1, 1));
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void add_handles(const Vector<Vector3> &p_handles, const Ref<Material> &p_material, bool p_billboard = false, bool p_secondary = false);
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void add_solid_box(Ref<Material> &p_material, Vector3 p_size, Vector3 p_position = Vector3());
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