From 387d5f8145f8099e80d74887d52d169bbead7597 Mon Sep 17 00:00:00 2001 From: tetrapod00 <145553014+tetrapod00@users.noreply.github.com> Date: Thu, 15 Aug 2024 10:46:51 -0700 Subject: [PATCH] Fix glTF capitalization in manual --- getting_started/first_3d_game/02.player_input.rst | 4 ++-- tutorials/platform/android/android_library.rst | 10 +++++----- tutorials/xr/openxr_hand_tracking.rst | 2 +- 3 files changed, 8 insertions(+), 8 deletions(-) diff --git a/getting_started/first_3d_game/02.player_input.rst b/getting_started/first_3d_game/02.player_input.rst index 282b722cab3..a9d49650ec7 100644 --- a/getting_started/first_3d_game/02.player_input.rst +++ b/getting_started/first_3d_game/02.player_input.rst @@ -51,10 +51,10 @@ You can rename it to ``Character``. .. note:: - The ``.glb`` files contain 3D scene data based on the open source GLTF 2.0 + The ``.glb`` files contain 3D scene data based on the open source glTF 2.0 specification. They're a modern and powerful alternative to a proprietary format like FBX, which Godot also supports. To produce these files, we designed the - model in `Blender 3D `__ and exported it to GLTF. + model in `Blender 3D `__ and exported it to glTF. As with all kinds of physics nodes, we need a collision shape for our character to collide with the environment. Select the ``Player`` node again and add a child node diff --git a/tutorials/platform/android/android_library.rst b/tutorials/platform/android/android_library.rst index a962e6fa481..634df4fc558 100644 --- a/tutorials/platform/android/android_library.rst +++ b/tutorials/platform/android/android_library.rst @@ -45,11 +45,11 @@ These APIs can also be used to provide bidirectional communication between the h Godot instance allowing for greater control over the desired experience. We showcase how this is done using a sample Android app that embeds the Godot Engine as an Android view, -and uses it to render 3D GLTF models. +and uses it to render 3D glTF models. The `GLTF Viewer `_ sample app uses an `Android RecyclerView component `_ to create -a list of GLTF items, populated from `Kenney's Food Kit pack `_. -When an item on the list is selected, the app's logic interacts with the embedded Godot Engine to render the selected GLTF item as a 3D model. +a list of glTF items, populated from `Kenney's Food Kit pack `_. +When an item on the list is selected, the app's logic interacts with the embedded Godot Engine to render the selected glTF item as a 3D model. .. image:: img/gltf_viewer_sample_app_screenshot.webp @@ -146,7 +146,7 @@ Below we break-down the steps used to create the GLTF Viewer app. - Add any additional logic that will be used by your application - - For the sample app, this includes adding the `ItemsSelectionFragment fragment `_ (and related classes), a fragment used to build and show the list of GLTF items + - For the sample app, this includes adding the `ItemsSelectionFragment fragment `_ (and related classes), a fragment used to build and show the list of glTF items - Open the ``AndroidManifest.xml`` file, and configure the orientation if needed using the `android:screenOrientation attribute `_ @@ -191,7 +191,7 @@ Below we break-down the steps used to create the GLTF Viewer app. - Update the Godot project script logic as needed - For the sample app, the `script logic `_ queries for the runtime ``GodotPlugin`` instance and uses it to register for signals fired by the app logic - - The app logic fires a signal every time an item is selected in the list. The signal contains the filepath of the GLTF model, which is used by the ``gdscript`` logic to render the model. + - The app logic fires a signal every time an item is selected in the list. The signal contains the filepath of the glTF model, which is used by the ``gdscript`` logic to render the model. .. code-block:: gdscript diff --git a/tutorials/xr/openxr_hand_tracking.rst b/tutorials/xr/openxr_hand_tracking.rst index 9f0da10f5db..5d91708ca97 100644 --- a/tutorials/xr/openxr_hand_tracking.rst +++ b/tutorials/xr/openxr_hand_tracking.rst @@ -127,7 +127,7 @@ For this Godot uses the hand bone structure as defined for the :ref:`Godot Human but optionally supporting an extra tip bone for each finger. The `OpenXR hand tracking demo `_ -contains example GLTF files of properly rigged hands. +contains example glTF files of properly rigged hands. We will be using those here and add them as a child to our ``XRNode3D`` node. We also need to enable editable children to gain access to our :ref:`Skeleton3D ` node.