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authorHugo Locurcio <hugo.locurcio@hugo.pro>2021-08-12 21:45:33 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2021-08-12 21:45:33 +0200
commit7612cff43212e06220c92d76eb490a5a43b558a1 (patch)
tree012e0c059b2234f5e533bc83b2f3a8dbac188985 /doc/classes
parent56ac302dc4bbb887c45157b3e377313378e376c1 (diff)
Use the Unicode multiplication symbol where relevant
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/Viewport.xml10
1 files changed, 5 insertions, 5 deletions
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index 7b5cb2c459..4a62d3ec7b 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -296,19 +296,19 @@
Represents the size of the [enum ShadowAtlasQuadrantSubdiv] enum.
</constant>
<constant name="MSAA_DISABLED" value="0" enum="MSAA">
- Multisample antialiasing mode disabled. This is the default value, and also the fastest setting.
+ Multisample antialiasing mode disabled. This is the default value, and is also the fastest setting.
</constant>
<constant name="MSAA_2X" value="1" enum="MSAA">
- Use 2x Multisample Antialiasing.
+ Use 2× Multisample Antialiasing. This has a moderate performance cost. It helps reduce aliasing noticeably, but 4× MSAA still looks substantially better.
</constant>
<constant name="MSAA_4X" value="2" enum="MSAA">
- Use 4x Multisample Antialiasing.
+ Use 4× Multisample Antialiasing. This has a significant performance cost, and is generally a good compromise between performance and quality.
</constant>
<constant name="MSAA_8X" value="3" enum="MSAA">
- Use 8x Multisample Antialiasing. Likely unsupported on low-end and older hardware.
+ Use 8× Multisample Antialiasing. This has a very high performance cost. The difference between 4× and 8× MSAA may not always be visible in real gameplay conditions. Likely unsupported on low-end and older hardware.
</constant>
<constant name="MSAA_16X" value="4" enum="MSAA">
- Use 16x Multisample Antialiasing. Likely unsupported on medium and low-end hardware.
+ Use 16× Multisample Antialiasing. This has a very high performance cost. The difference between 8× and 16× MSAA may not always be visible in real gameplay conditions. Likely unsupported on medium and low-end hardware.
</constant>
<constant name="MSAA_MAX" value="5" enum="MSAA">
Represents the size of the [enum MSAA] enum.