From 02ffc59270f48dc2ea52ae911bbcb80cf15168cf Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Mon, 14 Jan 2019 18:26:41 +0100 Subject: GLES2: Make Nvidia flicker workaround opt-in It has a big impact on 2D and text rendering performance (cf. #24466) so the solution seems worse than the bug it aims to work around. It's now opt-in via "rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround" for those who need it and have a simple enough game for the performance drop not to be an issue. Fixes #24466. --- doc/classes/ProjectSettings.xml | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'doc') diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 172a50d779..6b53615535 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -670,6 +670,10 @@ Shaders have a time variable that constantly increases. At some point it needs to be rolled back to zero to avoid numerical errors on shader animations. This setting specifies when. + + 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 https://github.com/godotengine/godot/issues/9913 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 (so the bug stays if you use GLES3), and only desktop platforms. Default value: [code]false[/code]. + Force snapping of polygons to pixels in 2D rendering. May help in some pixel art styles. -- cgit v1.2.3