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

Co-authored-by: Hugo Locurcio <[email protected]>
Tooniis 4 years ago
parent
commit
2e5e28be1a
1 changed files with 1 additions and 8 deletions
  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
 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
 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
 a given range. It has an initial **Distance** with a **Transition** region
 (in world units):
 (in world units):
@@ -279,8 +277,6 @@ the **Quality** may be needed in order to avoid artifacts.
 Depth of Field / Near Blur
 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
 This effect simulates focal distance on high end cameras. It blurs objects close
 to the camera (acts in the opposite direction as far blur).
 to the camera (acts in the opposite direction as far blur).
 It has an initial **Distance** with a **Transition** region (in world units):
 It has an initial **Distance** with a **Transition** region (in world units):
@@ -298,8 +294,6 @@ given object:
 Glow
 Glow
 ^^^^
 ^^^^
 
 
-*This feature is only available when using the GLES3 backend.*
-
 In photography and film, when light amount exceeds the maximum supported by the
 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
 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.
 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,
 Finally, as the highest layers are created by stretching small blurred images,
 it is possible that some blockiness may be visible. Enabling **Bicubic Upscaling**
 it is possible that some blockiness may be visible. Enabling **Bicubic Upscaling**
 gets rids of it, at a minimal performance cost.
 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
 .. image:: img/environment_glow_bicubic.png
 
 
 Adjustments
 Adjustments
 ^^^^^^^^^^^
 ^^^^^^^^^^^
 
 
-*This feature is only available when using the GLES3 backend.*
-
 At the end of processing, Godot offers the possibility to do some standard
 At the end of processing, Godot offers the possibility to do some standard
 image adjustments.
 image adjustments.