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godot-demo-projects/3d/decals
Hugo Locurcio bac1e69164 Use static typing in all demos (#1063)
This leads to code that is easier to understand and runs
faster thanks to GDScript's typed instructions.

The untyped declaration warning is now enabled on all projects
where type hints were added. All projects currently run without
any untyped declration warnings.

Dodge the Creeps and Squash the Creeps demos intentionally don't
use type hints to match the documentation, where type hints haven't
been adopted yet (given its beginner focus).
2024-06-01 12:12:18 +02:00
..
2023-01-17 21:41:53 +01:00
2023-01-17 21:41:53 +01:00
2023-01-17 21:41:53 +01:00
2023-01-17 21:41:53 +01:00

Decals

This demo includes many examples of Decal nodes in action, for the purpose of showcasing Godot's rendering capabilities.

The decal filter mode can be adjusted in the top-left corner:

  • For games with a pixel art appearance, the Nearest filter mode can be used instead of Linear.
  • Filter modes with Mipmaps prevent decals from looking grainy at a distance, at a small performance cost. When mipmaps are used without anisotropic filtering, decals will look blurry when viewed at oblique angles.
  • Filter modes with Anisotropic don't look grainy at a distance and also avoid looking blurry when viewed at oblique angles. However, filter modes with Anisotropic have a greater performance cost than enabling Mipmaps alone.

Language: GDScript

Renderer: Vulkan Clustered

Screenshots

Screenshot