From 4951e0f4680d77667d0ebaab51772ff2c47b3f5f Mon Sep 17 00:00:00 2001 From: Marcel Admiraal Date: Thu, 25 Jul 2024 17:36:57 +0300 Subject: [PATCH] Update broken and permanently redirected links --- docs/DynamicFont.xml | 2 +- docs/Image.xml | 14 +++++++------- 2 files changed, 8 insertions(+), 8 deletions(-) diff --git a/docs/DynamicFont.xml b/docs/DynamicFont.xml index 564f9c2434..4871f16f50 100644 --- a/docs/DynamicFont.xml +++ b/docs/DynamicFont.xml @@ -12,7 +12,7 @@ SPDX-License-Identifier: MIT DynamicFont renders vector font files dynamically at runtime instead of using a prerendered texture atlas like [BitmapFont]. This trades the faster loading time of [BitmapFont]s for the ability to change font parameters like size and spacing during runtime. [DynamicFontData] is used for referencing the font file paths. DynamicFont also supports defining one or more fallback fonts, which will be used when displaying a character not supported by the main font. - DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library for rasterization. Supported formats are TrueType ([code].ttf[/code]), OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] supported. + DynamicFont uses the [url=https://freetype.org/]FreeType[/url] library for rasterization. Supported formats are TrueType ([code].ttf[/code]), OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] supported. [codeblock] var dynamic_font = DynamicFont.new() dynamic_font.font_data = load("res://BarlowCondensed-Bold.ttf") diff --git a/docs/Image.xml b/docs/Image.xml index 6fe8a67b3d..e7c4f696ec 100644 --- a/docs/Image.xml +++ b/docs/Image.xml @@ -532,27 +532,27 @@ SPDX-License-Identifier: MIT [url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC1]Ericsson Texture Compression format 1[/url], also referred to as "ETC1", and is part of the OpenGL ES graphics standard. This format cannot store an alpha channel. - [url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format 2[/url] ([code]R11_EAC[/code] variant), which provides one channel of unsigned data. + [url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#EAC]Ericsson Texture Compression format 2[/url] ([code]R11_EAC[/code] variant), which provides one channel of unsigned data. - [url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format 2[/url] ([code]SIGNED_R11_EAC[/code] variant), which provides one channel of signed data. + [url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#EAC]Ericsson Texture Compression format 2[/url] ([code]SIGNED_R11_EAC[/code] variant), which provides one channel of signed data. - [url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format 2[/url] ([code]RG11_EAC[/code] variant), which provides two channels of unsigned data. + [url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#EAC]Ericsson Texture Compression format 2[/url] ([code]RG11_EAC[/code] variant), which provides two channels of unsigned data. - [url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format 2[/url] ([code]SIGNED_RG11_EAC[/code] variant), which provides two channels of signed data. + [url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#EAC]Ericsson Texture Compression format 2[/url] ([code]SIGNED_RG11_EAC[/code] variant), which provides two channels of signed data. - [url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format 2[/url] ([code]RGB8[/code] variant), which is a follow-up of ETC1 and compresses RGB888 data. + [url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2]Ericsson Texture Compression format 2[/url] ([code]RGB8[/code] variant), which is a follow-up of ETC1 and compresses RGB888 data. [b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space conversion is performed. - [url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format 2[/url] ([code]RGBA8[/code]variant), which compresses RGBA8888 data with full alpha support. + [url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2]Ericsson Texture Compression format 2[/url] ([code]RGBA8[/code]variant), which compresses RGBA8888 data with full alpha support. [b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space conversion is performed. - [url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format 2[/url] ([code]RGB8_PUNCHTHROUGH_ALPHA1[/code] variant), which compresses RGBA data to make alpha either fully transparent or fully opaque. + [url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2]Ericsson Texture Compression format 2[/url] ([code]RGB8_PUNCHTHROUGH_ALPHA1[/code] variant), which compresses RGBA data to make alpha either fully transparent or fully opaque. [b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space conversion is performed.