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authorHolger Dammertz <holger.dammertz@googlemail.com>2019-11-16 15:36:43 +0100
committerHolger Dammertz <holger.dammertz@googlemail.com>2019-11-16 15:36:43 +0100
commit1b9c2ec92e053aa7f87b9afee69f5db1a2d4f548 (patch)
tree8e60a2eb704b440da576c224819745fa6c35e9b2 /doc/classes
parentd191ffb47ddd50df470ef1714c7df6b4da9c7bca (diff)
Rename External MSAA to AndroidVR MSAA
A new external MSAA setting was introduced in https://github.com/godotengine/godot/pull/33518 that fixed issues on GLES2 and Oculus Mobile VR. To avoid misunderstanding it was suggested by @BastiaanOlij and discussed on discord to rename it to AndroidVR.
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/VisualServer.xml4
1 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/VisualServer.xml b/doc/classes/VisualServer.xml
index 28365c213b..895aba2473 100644
--- a/doc/classes/VisualServer.xml
+++ b/doc/classes/VisualServer.xml
@@ -4255,10 +4255,10 @@
Multisample antialiasing is set to 16×.
</constant>
<constant name="VIEWPORT_MSAA_EXT_2X" value="5" enum="ViewportMSAA">
- Multisample antialiasing is set to 2× on external texture. Special mode for GLES2 VR for the Oculus Quest.
+ Multisample antialiasing is set to 2× on external texture. Special mode for GLES2 Android VR (Oculus Quest and Go).
</constant>
<constant name="VIEWPORT_MSAA_EXT_4X" value="6" enum="ViewportMSAA">
- Multisample antialiasing is set to 4× on external texture. Special mode for GLES2 VR for the Oculus Quest.
+ Multisample antialiasing is set to 4× on external texture. Special mode for GLES2 Android VR (Oculus Quest and Go).
</constant>
<constant name="VIEWPORT_USAGE_2D" value="0" enum="ViewportUsage">
The Viewport does not render 3D but samples.