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Update GLES2 restrictions in Environment and post-processing (#3978)

Co-authored-by: Hugo Locurcio <[email protected]>
Tooniis 4 лет назад
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2e5e28be1a
1 измененных файлов с 1 добавлено и 8 удалено
  1. 1 8
      tutorials/3d/environment_and_post_processing.rst

+ 1 - 8
tutorials/3d/environment_and_post_processing.rst

@@ -265,8 +265,6 @@ Tweaking SSAO is possible with several parameters:
 Depth of Field / Far Blur
 ^^^^^^^^^^^^^^^^^^^^^^^^^
 
-*This feature is only available when using the GLES3 backend.*
-
 This effect simulates focal distance on high end cameras. It blurs objects behind
 a given range. It has an initial **Distance** with a **Transition** region
 (in world units):
@@ -279,8 +277,6 @@ the **Quality** may be needed in order to avoid artifacts.
 Depth of Field / Near Blur
 ^^^^^^^^^^^^^^^^^^^^^^^^^^
 
-*This feature is only available when using the GLES3 backend.*
-
 This effect simulates focal distance on high end cameras. It blurs objects close
 to the camera (acts in the opposite direction as far blur).
 It has an initial **Distance** with a **Transition** region (in world units):
@@ -298,8 +294,6 @@ given object:
 Glow
 ^^^^
 
-*This feature is only available when using the GLES3 backend.*
-
 In photography and film, when light amount exceeds the maximum supported by the
 media (be it analog or digital), it generally bleeds outwards to darker regions
 of the image. This is simulated in Godot with the **Glow** effect.
@@ -345,14 +339,13 @@ interesting glow patterns:
 Finally, as the highest layers are created by stretching small blurred images,
 it is possible that some blockiness may be visible. Enabling **Bicubic Upscaling**
 gets rids of it, at a minimal performance cost.
+*Note that this is effective only when using the GLES3 backend.*
 
 .. image:: img/environment_glow_bicubic.png
 
 Adjustments
 ^^^^^^^^^^^
 
-*This feature is only available when using the GLES3 backend.*
-
 At the end of processing, Godot offers the possibility to do some standard
 image adjustments.