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-rw-r--r--doc/classes/RenderingDevice.xml2
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diff --git a/doc/classes/RenderingDevice.xml b/doc/classes/RenderingDevice.xml
index a09940d30e..64be8e6807 100644
--- a/doc/classes/RenderingDevice.xml
+++ b/doc/classes/RenderingDevice.xml
@@ -8,7 +8,7 @@
On startup, Godot creates a global [RenderingDevice] which can be retrieved using [method RenderingServer.get_rendering_device]. This global RenderingDevice performs drawing to the screen.
Internally, [RenderingDevice] is used in Godot to provide support for several modern low-level graphics APIs while reducing the amount of code duplication required.
[b]Local RenderingDevices:[/b] Using [method RenderingServer.create_local_rendering_device], you can create "secondary" rendering devices to perform drawing and GPU compute operations on separate threads.
- [b]Note:[/b] [RenderingDevice] is not available when running in headless mode or when using the OpenGL renderer.
+ [b]Note:[/b] [RenderingDevice] is not available when running in headless mode or when using the Compatibility rendering method.
</description>
<tutorials>
</tutorials>