From ce97ddbcb125228cc88fbfdcae932e110ee7daee Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Mon, 27 Sep 2021 01:07:10 +0200 Subject: Rename GLES2 driver to OpenGL to prepare for the upgrade to GLES3 - Use lowercase driver names for the `--rendering-driver` command line argument. --- doc/classes/Environment.xml | 6 +++--- doc/classes/NinePatchRect.xml | 4 ++-- doc/classes/OS.xml | 8 ++++---- 3 files changed, 9 insertions(+), 9 deletions(-) (limited to 'doc') diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index 57f6e9547a..88c4689b5f 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -128,10 +128,10 @@ The bleed scale of the HDR glow. - The lower threshold of the HDR glow. When using the GLES2 renderer (which doesn't support HDR), this needs to be below [code]1.0[/code] for glow to be visible. A value of [code]0.9[/code] works well in this case. + The lower threshold of the HDR glow. When using the OpenGL renderer (which doesn't support HDR), this needs to be below [code]1.0[/code] for glow to be visible. A value of [code]0.9[/code] works well in this case. - The overall brightness multiplier of the glow effect. When using the GLES2 renderer, this should be increased to 1.5 to compensate for the lack of HDR rendering. + The overall brightness multiplier of the glow effect. When using the OpenGL renderer, this should be increased to 1.5 to compensate for the lack of HDR rendering. The intensity of the 1st level of glow. This is the most "local" level (least blurry). @@ -160,7 +160,7 @@ If [code]true[/code], glow levels will be normalized so that summed together their intensities equal [code]1.0[/code]. - The strength of the glow effect. This applies as the glow is blurred across the screen and increases the distance and intensity of the blur. When using the GLES2 renderer, this should be increased to 1.3 to compensate for the lack of HDR rendering. + The strength of the glow effect. This applies as the glow is blurred across the screen and increases the distance and intensity of the blur. When using the OpenGL renderer, this should be increased to 1.3 to compensate for the lack of HDR rendering. diff --git a/doc/classes/NinePatchRect.xml b/doc/classes/NinePatchRect.xml index 77fd9165bb..636ed368d1 100644 --- a/doc/classes/NinePatchRect.xml +++ b/doc/classes/NinePatchRect.xml @@ -68,11 +68,11 @@ Repeats the center texture across the NinePatchRect. This won't cause any visible distortion. The texture must be seamless for this to work without displaying artifacts between edges. - [b]Note:[/b] Only supported when using the GLES3 renderer. When using the GLES2 renderer, this will behave like [constant AXIS_STRETCH_MODE_STRETCH]. + [b]Note:[/b] Only supported when using the Vulkan renderer. When using the OpenGL renderer, this will behave like [constant AXIS_STRETCH_MODE_STRETCH]. Repeats the center texture across the NinePatchRect, but will also stretch the texture to make sure each tile is visible in full. This may cause the texture to be distorted, but less than [constant AXIS_STRETCH_MODE_STRETCH]. The texture must be seamless for this to work without displaying artifacts between edges. - [b]Note:[/b] Only supported when using the GLES3 renderer. When using the GLES2 renderer, this will behave like [constant AXIS_STRETCH_MODE_STRETCH]. + [b]Note:[/b] Only supported when using the Vulkan renderer. When using the OpenGL renderer, this will behave like [constant AXIS_STRETCH_MODE_STRETCH]. diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index 15cc7b9b65..cc845cc139 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -455,12 +455,12 @@ - - The GLES2 rendering backend. It uses OpenGL ES 2.0 on mobile devices, OpenGL 2.1 on desktop platforms and WebGL 1.0 on the web. - - + The Vulkan rendering backend. + + The OpenGL rendering backend. It uses OpenGL ES 3.0 on mobile devices, OpenGL 3.3 on desktop platforms and WebGL 2.0 on the web. + Sunday. -- cgit v1.2.3 From 8a10bb7d0dd0cc03353bb751af25a0eca1357c9d Mon Sep 17 00:00:00 2001 From: Clay John Date: Tue, 26 Oct 2021 08:18:39 -0700 Subject: Use OpenGL 3.3 core profile instead of compatibility profile - Rename OpenGL to GLES3 in the source code per community feedback. - The renderer is still exposed as "OpenGL 3" to the user. - Hide renderer selection dropdown until OpenGL support is more mature. - The renderer can still be changed in the Project Settings or using the `--rendering-driver opengl` command line argument. - Remove commented out exporter code. - Remove some OpenGL/DisplayServer-related debugging prints. --- doc/classes/OS.xml | 6 +++--- doc/classes/ProjectSettings.xml | 42 +++++++++++++++++++++++++++++++++++++++++ 2 files changed, 45 insertions(+), 3 deletions(-) (limited to 'doc') diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index cc845cc139..03a3ac053d 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -456,10 +456,10 @@ - The Vulkan rendering backend. + The Vulkan rendering backend. It requires Vulkan 1.0 support and automatically uses features from Vulkan 1.1 and 1.2 if available. - - The OpenGL rendering backend. It uses OpenGL ES 3.0 on mobile devices, OpenGL 3.3 on desktop platforms and WebGL 2.0 on the web. + + The OpenGL 3 rendering backend. It uses OpenGL 3.3 Core Profile on desktop platforms, OpenGL ES 3.0 on mobile devices, and WebGL 2.0 on HTML5. Sunday. diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index e67ccf9efd..5563695811 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1475,6 +1475,18 @@ The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. [b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_ticks_per_second] instead. + + + + + + + + + + + + @@ -1504,6 +1516,32 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + Sets the quality of the depth of field effect. Higher quality takes more samples, which is slower but looks smoother. @@ -1585,6 +1623,10 @@ Base size used to determine size of froxel buffer in the camera X-axis and Y-axis. The final size is scaled by the aspect ratio of the screen, so actual values may differ from what is set. Set a larger size for more detailed fog, set a smaller size for better performance. + + + + -- cgit v1.2.3