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@@ -22,14 +22,14 @@ as they require advanced GPU features. Instead, use :ref:`CPUParticles <class_CP
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.. tip:: Particles and Particles2D can be converted to their CPU equivalent node with the "Convert to
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CPUParticles" option in the editor.
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-SCREEN_TEXTURE mip-maps
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------------------------
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+``SCREEN_TEXTURE`` mip-maps
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+---------------------------
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In GLES2, ``SCREEN_TEXTURE`` (accessed via a :ref:`ShaderMaterial <class_ShaderMaterial>`) does not have
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computed mip-maps. So when accessing at a different LOD, the texture will not appear blurry.
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-DEPTH_TEXTURE
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--------------
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+``DEPTH_TEXTURE``
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+-----------------
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While GLES2 supports ``DEPTH_TEXTURE`` in shaders, it may not work on some old hardware (especially mobile).
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@@ -97,21 +97,21 @@ Contact shadows
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The ``shadow_contact`` property of :ref:`Lights <class_Light>` is not supported in GLES2 and so does nothing.
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-Light Performance
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+Light performance
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-----------------
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In GLES2, performance scales poorly with several lights, as each light is processed in a separate render
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pass (in opposition to GLES3 which is all done in a single pass). Try to limit scenes to as few lights as
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possible in order to achieve greatest performance.
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-Texture Compression
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+Texture compression
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-------------------
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On mobile, GLES2 requires ETC texture compression, while GLES3 requires ETC2. ETC2 is enabled by default,
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so if exporting to mobile using GLES2 make sure to set the project setting
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``rendering/vram_compression/import_etc`` and then reimport textures.
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-Blend Shapes
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+Blend shapes
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------------
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Blend shapes are not supported in GLES2.
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