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authorRĂ©mi Verschelde <rverschelde@gmail.com>2020-08-13 10:52:38 +0200
committerGitHub <noreply@github.com>2020-08-13 10:52:38 +0200
commit0d815ed15748fb5c1d400272dd44e653803d9c5e (patch)
treebb1c54ede9da62321e72b8d8dbf7315bcf7fe37b /doc/classes/ProjectSettings.xml
parentbf291b62e2241e752948f3c5f3073a2898fcfb63 (diff)
parent33b2070d2e6931566e05bc5daab320493aba3a48 (diff)
Merge pull request #41219 from akien-mga/gles2-takes-holidays
Remove obsolete GLES2 backend code
Diffstat (limited to 'doc/classes/ProjectSettings.xml')
-rw-r--r--doc/classes/ProjectSettings.xml4
1 files changed, 0 insertions, 4 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index f13dbbae76..793249afc5 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -990,10 +990,6 @@
</member>
<member name="rendering/limits/time/time_rollover_secs" type="float" setter="" getter="" default="3600">
</member>
- <member name="rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround" type="bool" setter="" getter="" default="false">
- Some NVIDIA GPU drivers have a bug which produces flickering issues for the [code]draw_rect[/code] method, especially as used in [TileMap]. Refer to [url=https://github.com/godotengine/godot/issues/9913]GitHub issue 9913[/url] for details.
- If [code]true[/code], this option enables a "safe" code path for such NVIDIA GPUs at the cost of performance. This option only impacts the GLES2 rendering backend, and only desktop platforms. It is not necessary when using the Vulkan backend.
- </member>
<member name="rendering/quality/2d/use_pixel_snap" type="bool" setter="" getter="" default="false">
If [code]true[/code], forces snapping of polygons to pixels in 2D rendering. May help in some pixel art styles.
</member>