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Update gles2_gles3_differences.rst

Rémi Verschelde 6 years ago
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commit
2ae280c4da
1 changed files with 7 additions and 7 deletions
  1. 7 7
      tutorials/misc/gles2_gles3_differences.rst

+ 7 - 7
tutorials/misc/gles2_gles3_differences.rst

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