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mirror of https://github.com/godotengine/godot synced 2024-07-03 07:44:49 +00:00

[Doc] Fix some incorrect uses of a/an

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A Thousand Ships 2024-03-13 12:43:07 +01:00
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commit 24c9d442e9
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22 changed files with 29 additions and 29 deletions

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@ -1099,14 +1099,14 @@
<method name="rid_allocate_id">
<return type="int" />
<description>
Allocates a unique ID which can be used by the implementation to construct a RID. This is used mainly from native extensions to implement servers.
Allocates a unique ID which can be used by the implementation to construct an RID. This is used mainly from native extensions to implement servers.
</description>
</method>
<method name="rid_from_int64">
<return type="RID" />
<param index="0" name="base" type="int" />
<description>
Creates a RID from a [param base]. This is used mainly from native extensions to build servers.
Creates an RID from a [param base]. This is used mainly from native extensions to build servers.
</description>
</method>
<method name="rotate_toward">

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@ -71,7 +71,7 @@
Surfaces are created to be rendered using a [param primitive], which may be any of the values defined in [enum Mesh.PrimitiveType].
The [param arrays] argument is an array of arrays. Each of the [constant Mesh.ARRAY_MAX] elements contains an array with some of the mesh data for this surface as described by the corresponding member of [enum Mesh.ArrayType] or [code]null[/code] if it is not used by the surface. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this surface into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array (or be an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used.
The [param blend_shapes] argument is an array of vertex data for each blend shape. Each element is an array of the same structure as [param arrays], but [constant Mesh.ARRAY_VERTEX], [constant Mesh.ARRAY_NORMAL], and [constant Mesh.ARRAY_TANGENT] are set if and only if they are set in [param arrays] and all other entries are [code]null[/code].
The [param lods] argument is a dictionary with [float] keys and [PackedInt32Array] values. Each entry in the dictionary represents a LOD level of the surface, where the value is the [constant Mesh.ARRAY_INDEX] array to use for the LOD level and the key is roughly proportional to the distance at which the LOD stats being used. I.e., increasing the key of a LOD also increases the distance that the objects has to be from the camera before the LOD is used.
The [param lods] argument is a dictionary with [float] keys and [PackedInt32Array] values. Each entry in the dictionary represents an LOD level of the surface, where the value is the [constant Mesh.ARRAY_INDEX] array to use for the LOD level and the key is roughly proportional to the distance at which the LOD stats being used. I.e., increasing the key of an LOD also increases the distance that the objects has to be from the camera before the LOD is used.
The [param flags] argument is the bitwise or of, as required: One value of [enum Mesh.ArrayCustomFormat] left shifted by [code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code] for each custom channel in use, [constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE], [constant Mesh.ARRAY_FLAG_USE_8_BONE_WEIGHTS], or [constant Mesh.ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY].
[b]Note:[/b] When using indices, it is recommended to only use points, lines, or triangles.
</description>

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@ -181,7 +181,7 @@
<return type="Color" />
<param index="0" name="rgbe" type="int" />
<description>
Decodes a [Color] from a RGBE9995 format integer. See [constant Image.FORMAT_RGBE9995].
Decodes a [Color] from an RGBE9995 format integer. See [constant Image.FORMAT_RGBE9995].
</description>
</method>
<method name="from_string" qualifiers="static">

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@ -123,7 +123,7 @@
<param index="3" name="not_after" type="String" default="&quot;20340101000000&quot;" />
<description>
Generates a self-signed [X509Certificate] from the given [CryptoKey] and [param issuer_name]. The certificate validity will be defined by [param not_before] and [param not_after] (first valid date and last valid date). The [param issuer_name] must contain at least "CN=" (common name, i.e. the domain name), "O=" (organization, i.e. your company name), "C=" (country, i.e. 2 lettered ISO-3166 code of the country the organization is based in).
A small example to generate an RSA key and a X509 self-signed certificate.
A small example to generate an RSA key and an X509 self-signed certificate.
[codeblocks]
[gdscript]
var crypto = Crypto.new()

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@ -28,7 +28,7 @@
GD.Print("Running a 32-bit build of Godot.");
[/csharp]
[/codeblocks]
[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU architecture (like [method OS.get_processor_name]). For example, when running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, the returned value will still be [code]"x86_32"[/code].
[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU architecture (like [method OS.get_processor_name]). For example, when running an [code]x86_32[/code] Godot binary on an [code]x86_64[/code] system, the returned value will still be [code]"x86_32"[/code].
</description>
</method>
<method name="get_author_info" qualifiers="const">
@ -314,7 +314,7 @@
The maximum number of frames that can be rendered every second (FPS). A value of [code]0[/code] means the framerate is uncapped.
Limiting the FPS can be useful to reduce the host machine's power consumption, which reduces heat, noise emissions, and improves battery life.
If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number cannot exceed the monitor's refresh rate.
If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using a FPS limit a few frames lower than the monitor's refresh rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while avoiding tearing[/url].
If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using an FPS limit a few frames lower than the monitor's refresh rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while avoiding tearing[/url].
See also [member physics_ticks_per_second] and [member ProjectSettings.application/run/max_fps].
[b]Note:[/b] The actual number of frames per second may still be below this value if the CPU or GPU cannot keep up with the project's logic and rendering.
[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Disabled[/b], limiting the FPS to a high value that can be consistently reached on the system can reduce input lag compared to an uncapped framerate. Since this works by ensuring the GPU load is lower than 100%, this latency reduction is only effective in GPU-bottlenecked scenarios, not CPU-bottlenecked scenarios.

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@ -317,7 +317,7 @@
The default exposure used for tonemapping. Higher values result in a brighter image. See also [member tonemap_white].
</member>
<member name="tonemap_mode" type="int" setter="set_tonemapper" getter="get_tonemapper" enum="Environment.ToneMapper" default="0">
The tonemapping mode to use. Tonemapping is the process that "converts" HDR values to be suitable for rendering on a LDR display. (Godot doesn't support rendering on HDR displays yet.)
The tonemapping mode to use. Tonemapping is the process that "converts" HDR values to be suitable for rendering on an LDR display. (Godot doesn't support rendering on HDR displays yet.)
</member>
<member name="tonemap_white" type="float" setter="set_tonemap_white" getter="get_tonemap_white" default="1.0">
The white reference value for tonemapping (also called "whitepoint"). Higher values can make highlights look less blown out, and will also slightly darken the whole scene as a result. Only effective if the [member tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR]. See also [member tonemap_exposure].

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@ -257,7 +257,7 @@
<return type="String" />
<param index="0" name="path" type="String" />
<description>
Returns a SHA-256 [String] representing the file at the given path or an empty [String] on failure.
Returns an SHA-256 [String] representing the file at the given path or an empty [String] on failure.
</description>
</method>
<method name="get_unix_permissions" qualifiers="static">

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@ -14,7 +14,7 @@
# Check that file exists.
if not FileAccess.file_exists(path):
return
# Start a SHA-256 context.
# Start an SHA-256 context.
var ctx = HashingContext.new()
ctx.start(HashingContext.HASH_SHA256)
# Open the file to hash.
@ -37,7 +37,7 @@
{
return;
}
// Start a SHA-256 context.
// Start an SHA-256 context.
var ctx = new HashingContext();
ctx.Start(HashingContext.HashType.Sha256);
// Open the file to hash.
@ -68,7 +68,7 @@
<return type="int" enum="Error" />
<param index="0" name="type" type="int" enum="HashingContext.HashType" />
<description>
Starts a new hash computation of the given [param type] (e.g. [constant HASH_SHA256] to start computation of a SHA-256).
Starts a new hash computation of the given [param type] (e.g. [constant HASH_SHA256] to start computation of an SHA-256).
</description>
</method>
<method name="update">

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@ -368,7 +368,7 @@
<param index="0" name="svg_str" type="String" />
<param index="1" name="scale" type="float" default="1.0" />
<description>
Loads an image from the string contents of a SVG file ([b].svg[/b]).
Loads an image from the string contents of an SVG file ([b].svg[/b]).
[b]Note:[/b] This method is only available in engine builds with the SVG module enabled. By default, the SVG module is enabled, but it can be disabled at build-time using the [code]module_svg_enabled=no[/code] SCons option.
</description>
</method>

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@ -31,7 +31,7 @@
Surfaces are created to be rendered using a [param primitive], which may be any of the values defined in [enum Mesh.PrimitiveType].
The [param arrays] argument is an array of arrays. Each of the [constant Mesh.ARRAY_MAX] elements contains an array with some of the mesh data for this surface as described by the corresponding member of [enum Mesh.ArrayType] or [code]null[/code] if it is not used by the surface. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this surface into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array (or be an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used.
The [param blend_shapes] argument is an array of vertex data for each blend shape. Each element is an array of the same structure as [param arrays], but [constant Mesh.ARRAY_VERTEX], [constant Mesh.ARRAY_NORMAL], and [constant Mesh.ARRAY_TANGENT] are set if and only if they are set in [param arrays] and all other entries are [code]null[/code].
The [param lods] argument is a dictionary with [float] keys and [PackedInt32Array] values. Each entry in the dictionary represents a LOD level of the surface, where the value is the [constant Mesh.ARRAY_INDEX] array to use for the LOD level and the key is roughly proportional to the distance at which the LOD stats being used. I.e., increasing the key of a LOD also increases the distance that the objects has to be from the camera before the LOD is used.
The [param lods] argument is a dictionary with [float] keys and [PackedInt32Array] values. Each entry in the dictionary represents an LOD level of the surface, where the value is the [constant Mesh.ARRAY_INDEX] array to use for the LOD level and the key is roughly proportional to the distance at which the LOD stats being used. I.e., increasing the key of an LOD also increases the distance that the objects has to be from the camera before the LOD is used.
The [param flags] argument is the bitwise or of, as required: One value of [enum Mesh.ArrayCustomFormat] left shifted by [code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code] for each custom channel in use, [constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE], [constant Mesh.ARRAY_FLAG_USE_8_BONE_WEIGHTS], or [constant Mesh.ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY].
[b]Note:[/b] When using indices, it is recommended to only use points, lines, or triangles.
</description>

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@ -118,7 +118,7 @@
<return type="String" />
<param index="0" name="device" type="int" />
<description>
Returns a SDL2-compatible device GUID on platforms that use gamepad remapping, e.g. [code]030000004c050000c405000000010000[/code]. Returns [code]"Default Gamepad"[/code] otherwise. Godot uses the [url=https://github.com/gabomdq/SDL_GameControllerDB]SDL2 game controller database[/url] to determine gamepad names and mappings based on this GUID.
Returns an SDL2-compatible device GUID on platforms that use gamepad remapping, e.g. [code]030000004c050000c405000000010000[/code]. Returns [code]"Default Gamepad"[/code] otherwise. Godot uses the [url=https://github.com/gabomdq/SDL_GameControllerDB]SDL2 game controller database[/url] to determine gamepad names and mappings based on this GUID.
</description>
</method>
<method name="get_joy_info" qualifiers="const">

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@ -353,7 +353,7 @@
Maximum number of frames per second allowed. A value of [code]0[/code] means "no limit". The actual number of frames per second may still be below this value if the CPU or GPU cannot keep up with the project logic and rendering.
Limiting the FPS can be useful to reduce system power consumption, which reduces heat and noise emissions (and improves battery life on mobile devices).
If [member display/window/vsync/vsync_mode] is set to [code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the forced FPS number cannot exceed the monitor's refresh rate.
If [member display/window/vsync/vsync_mode] is [code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using a FPS limit a few frames lower than the monitor's refresh rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while avoiding tearing[/url].
If [member display/window/vsync/vsync_mode] is [code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using an FPS limit a few frames lower than the monitor's refresh rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while avoiding tearing[/url].
If [member display/window/vsync/vsync_mode] is [code]Disabled[/code], limiting the FPS to a high value that can be consistently reached on the system can reduce input lag compared to an uncapped framerate. Since this works by ensuring the GPU load is lower than 100%, this latency reduction is only effective in GPU-bottlenecked scenarios, not CPU-bottlenecked scenarios.
See also [member physics/common/physics_ticks_per_second].
This setting can be overridden using the [code]--max-fps &lt;fps&gt;[/code] command line argument (including with a value of [code]0[/code] for unlimited framerate).
@ -963,7 +963,7 @@
<member name="editor/run/main_run_args" type="String" setter="" getter="" default="&quot;&quot;">
The command-line arguments to append to Godot's own command line when running the project. This doesn't affect the editor itself.
It is possible to make another executable run Godot by using the [code]%command%[/code] placeholder. The placeholder will be replaced with Godot's own command line. Program-specific arguments should be placed [i]before[/i] the placeholder, whereas Godot-specific arguments should be placed [i]after[/i] the placeholder.
For example, this can be used to force the project to run on the dedicated GPU in a NVIDIA Optimus system on Linux:
For example, this can be used to force the project to run on the dedicated GPU in an NVIDIA Optimus system on Linux:
[codeblock]
prime-run %command%
[/codeblock]
@ -990,7 +990,7 @@
</member>
<member name="filesystem/import/fbx2gltf/enabled" type="bool" setter="" getter="" default="true">
If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] extension will be imported by converting them to glTF 2.0.
This requires configuring a path to a FBX2glTF executable in the editor settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path].
This requires configuring a path to an FBX2glTF executable in the editor settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path].
</member>
<member name="filesystem/import/fbx2gltf/enabled.android" type="bool" setter="" getter="" default="false">
Override for [member filesystem/import/fbx2gltf/enabled] on Android where FBX2glTF can't easily be accessed from Godot.

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@ -3903,7 +3903,7 @@
<param index="0" name="viewport" type="RID" />
<param index="1" name="enabled" type="bool" />
<description>
If [code]true[/code], 2D rendering will use a high dynamic range (HDR) format framebuffer matching the bit depth of the 3D framebuffer. When using the Forward+ renderer this will be a [code]RGBA16[/code] framebuffer, while when using the Mobile renderer it will be a [code]RGB10_A2[/code] framebuffer. Additionally, 2D rendering will take place in linear color space and will be converted to sRGB space immediately before blitting to the screen (if the Viewport is attached to the screen). Practically speaking, this means that the end result of the Viewport will not be clamped into the [code]0-1[/code] range and can be used in 3D rendering without color space adjustments. This allows 2D rendering to take advantage of effects requiring high dynamic range (e.g. 2D glow) as well as substantially improves the appearance of effects requiring highly detailed gradients. This setting has the same effect as [member Viewport.use_hdr_2d].
If [code]true[/code], 2D rendering will use a high dynamic range (HDR) format framebuffer matching the bit depth of the 3D framebuffer. When using the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while when using the Mobile renderer it will be an [code]RGB10_A2[/code] framebuffer. Additionally, 2D rendering will take place in linear color space and will be converted to sRGB space immediately before blitting to the screen (if the Viewport is attached to the screen). Practically speaking, this means that the end result of the Viewport will not be clamped into the [code]0-1[/code] range and can be used in 3D rendering without color space adjustments. This allows 2D rendering to take advantage of effects requiring high dynamic range (e.g. 2D glow) as well as substantially improves the appearance of effects requiring highly detailed gradients. This setting has the same effect as [member Viewport.use_hdr_2d].
[b]Note:[/b] This setting will have no effect when using the GL Compatibility renderer as the GL Compatibility renderer always renders in low dynamic range for performance reasons.
</description>
</method>

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@ -124,7 +124,7 @@
<param index="0" name="nd_threshold" type="float" />
<param index="1" name="target_index_count" type="int" default="3" />
<description>
Generates a LOD for a given [param nd_threshold] in linear units (square root of quadric error metric), using at most [param target_index_count] indices.
Generates an LOD for a given [param nd_threshold] in linear units (square root of quadric error metric), using at most [param target_index_count] indices.
</description>
</method>
<method name="generate_normals">

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@ -368,7 +368,7 @@
In some cases, debanding may introduce a slightly noticeable dithering pattern. It's recommended to enable debanding only when actually needed since the dithering pattern will make lossless-compressed screenshots larger.
</member>
<member name="use_hdr_2d" type="bool" setter="set_use_hdr_2d" getter="is_using_hdr_2d" default="false">
If [code]true[/code], 2D rendering will use an high dynamic range (HDR) format framebuffer matching the bit depth of the 3D framebuffer. When using the Forward+ renderer this will be a [code]RGBA16[/code] framebuffer, while when using the Mobile renderer it will be a [code]RGB10_A2[/code] framebuffer. Additionally, 2D rendering will take place in linear color space and will be converted to sRGB space immediately before blitting to the screen (if the Viewport is attached to the screen). Practically speaking, this means that the end result of the Viewport will not be clamped into the [code]0-1[/code] range and can be used in 3D rendering without color space adjustments. This allows 2D rendering to take advantage of effects requiring high dynamic range (e.g. 2D glow) as well as substantially improves the appearance of effects requiring highly detailed gradients.
If [code]true[/code], 2D rendering will use an high dynamic range (HDR) format framebuffer matching the bit depth of the 3D framebuffer. When using the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while when using the Mobile renderer it will be an [code]RGB10_A2[/code] framebuffer. Additionally, 2D rendering will take place in linear color space and will be converted to sRGB space immediately before blitting to the screen (if the Viewport is attached to the screen). Practically speaking, this means that the end result of the Viewport will not be clamped into the [code]0-1[/code] range and can be used in 3D rendering without color space adjustments. This allows 2D rendering to take advantage of effects requiring high dynamic range (e.g. 2D glow) as well as substantially improves the appearance of effects requiring highly detailed gradients.
[b]Note:[/b] This setting will have no effect when using the GL Compatibility renderer as the GL Compatibility renderer always renders in low dynamic range for performance reasons.
</member>
<member name="use_occlusion_culling" type="bool" setter="set_use_occlusion_culling" getter="is_using_occlusion_culling" default="false">

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@ -6,7 +6,7 @@
<description>
Provides a low-level interface for creating parsers for [url=https://en.wikipedia.org/wiki/XML]XML[/url] files. This class can serve as base to make custom XML parsers.
To parse XML, you must open a file with the [method open] method or a buffer with the [method open_buffer] method. Then, the [method read] method must be called to parse the next nodes. Most of the methods take into consideration the currently parsed node.
Here is an example of using [XMLParser] to parse a SVG file (which is based on XML), printing each element and its attributes as a dictionary:
Here is an example of using [XMLParser] to parse an SVG file (which is based on XML), printing each element and its attributes as a dictionary:
[codeblocks]
[gdscript]
var parser = XMLParser.new()

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@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="GLTFMesh" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
<brief_description>
GLTFMesh represents an GLTF mesh.
GLTFMesh represents a GLTF mesh.
</brief_description>
<description>
GLTFMesh handles 3D mesh data imported from GLTF files. It includes properties for blend channels, blend weights, instance materials, and the mesh itself.

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@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="GLTFTexture" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
<brief_description>
GLTFTexture represents a texture in an GLTF file.
GLTFTexture represents a texture in a GLTF file.
</brief_description>
<description>
</description>

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@ -1,11 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ResourceImporterMP3" inherits="ResourceImporter" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
<brief_description>
Imports a MP3 audio file for playback.
Imports an MP3 audio file for playback.
</brief_description>
<description>
MP3 is a lossy audio format, with worse audio quality compared to [ResourceImporterOggVorbis] at a given bitrate.
In most cases, it's recommended to use Ogg Vorbis over MP3. However, if you're using a MP3 sound source with no higher quality source available, then it's recommended to use the MP3 file directly to avoid double lossy compression.
In most cases, it's recommended to use Ogg Vorbis over MP3. However, if you're using an MP3 sound source with no higher quality source available, then it's recommended to use the MP3 file directly to avoid double lossy compression.
MP3 requires more CPU to decode than [ResourceImporterWAV]. If you need to play a lot of simultaneous sounds, it's recommended to use WAV for those sounds instead, especially if targeting low-end devices.
</description>
<tutorials>

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@ -12,7 +12,7 @@
<method name="_get_composition_layer" qualifiers="virtual">
<return type="int" />
<description>
Returns a pointer to a [code]XrCompositionLayerBaseHeader[/code] struct to provide a composition layer. This will only be called if the extension previously registered itself with [method OpenXRAPIExtension.register_composition_layer_provider].
Returns a pointer to an [code]XrCompositionLayerBaseHeader[/code] struct to provide a composition layer. This will only be called if the extension previously registered itself with [method OpenXRAPIExtension.register_composition_layer_provider].
</description>
</method>
<method name="_get_requested_extensions" qualifiers="virtual">

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@ -5,7 +5,7 @@
</brief_description>
<description>
Ogg Vorbis is a lossy audio format, with better audio quality compared to [ResourceImporterMP3] at a given bitrate.
In most cases, it's recommended to use Ogg Vorbis over MP3. However, if you're using a MP3 sound source with no higher quality source available, then it's recommended to use the MP3 file directly to avoid double lossy compression.
In most cases, it's recommended to use Ogg Vorbis over MP3. However, if you're using an MP3 sound source with no higher quality source available, then it's recommended to use the MP3 file directly to avoid double lossy compression.
Ogg Vorbis requires more CPU to decode than [ResourceImporterWAV]. If you need to play a lot of simultaneous sounds, it's recommended to use WAV for those sounds instead, especially if targeting low-end devices.
</description>
<tutorials>

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@ -84,7 +84,7 @@
</member>
<member name="variant/thread_support" type="bool" setter="" getter="">
If [code]true[/code], the exported game will support threads. It requires [url=https://web.dev/articles/coop-coep]a "cross-origin isolated" website[/url], which may be difficult to set up and is limited for security reasons (such as not being able to communicate with third-party websites).
If [code]false[/code], the exported game will not support threads. As a result, it is more prone to performance and audio issues, but will only require to be run on a HTTPS website.
If [code]false[/code], the exported game will not support threads. As a result, it is more prone to performance and audio issues, but will only require to be run on an HTTPS website.
</member>
<member name="vram_texture_compression/for_desktop" type="bool" setter="" getter="">
If [code]true[/code], allows textures to be optimized for desktop through the S3TC algorithm.