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Merge pull request #2620 from Calinou/improve-multiple-resolutions

Improve the "Multiple resolutions" page
Chris Bradfield 6 anni fa
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commit
3d53787168
1 ha cambiato i file con 82 aggiunte e 63 eliminazioni
  1. 82 63
      tutorials/viewports/multiple_resolutions.rst

+ 82 - 63
tutorials/viewports/multiple_resolutions.rst

@@ -3,50 +3,56 @@
 Multiple resolutions
 ====================
 
-
 The problem of multiple resolutions
 -----------------------------------
 
-Developers often have trouble understanding  how to best support multiple resolutions
-in their games. For Desktop and Console games this is more or less straightforward,
-as most screen aspect ratios are 16:9 and resolutions are standard (720,1080,2k,4k,etc).
+Developers often have trouble understanding how to best support multiple
+resolutions in their games. For desktop and console games, this is more or less
+straightforward, as most screen aspect ratios are 16:9 and resolutions
+are standard (720p, 1080p, 1440p, 4K, …).
 
-For mobile games at first it was easy. For many years, the iPhone (and iPad) used the same
-resolution. When *Retina* was implemented, they just doubled the amount of pixel density 
-(so most developers had assets in default and double resolutions).
+For mobile games, at first, it was easy. For many years, the iPhone and iPad
+used the same resolution. When *Retina* was implemented, they just doubled
+the pixel density; most developers had to supply assets in default and double
+resolutions.
 
-Nowadays this is no longer the case, as there are plenty of different screen sizes, densities
-and aspect ratios for mobile, and non conventional sizes are becoming trendy for Desktop,
-such as ultra-wide.
+Nowadays, this is no longer the case, as there are plenty of different screen
+sizes, densities, and aspect ratios. Non-conventional sizes are also becoming
+increasingly popular, such as ultrawide displays.
 
-For 3D games there is not much of a need to support multiple resolutions (from the aesthetic
-point of view). The 3D geometry will just fill the screen based on the field-of-view, disregarding
-the aspect ratio. The main reason one may want to support this, in this case, is for *performance* reasons (running
-in lower resolution to increase frames per second).
+For 3D games, there is not much of a need to support multiple resolutions (from
+the aesthetic point of view). The 3D geometry will just fill the screen based on
+the field of view, disregarding the aspect ratio. The main reason one may want
+to support this, in this case, is for *performance* reasons (running in lower
+resolution to increase frames per second).
 
-For 2D and game UIs, this is a different matter, as art needs to be created using specific pixel sizes
-in software such as Photoshop, Gimp, Krita, etc.
+For 2D and game UIs, this is a different matter, as art needs to be created
+using specific pixel sizes in software such as Photoshop, GIMP or Krita.
 
-Given layouts, aspect ratios, resolutions and pixel densities can change so much, it is no longer possible
-to design UIs for every specific screen. Another method must be used.
+Since layouts, aspect ratios, resolutions, and pixel densities can change so
+much, it is no longer possible to design UIs for every specific screen.
+Another method must be used.
 
 One size fits all
 -----------------
 
-The most common approach nowadays is to just use a single *base* resolution and then fit it to everything else.
-This resolution is how most players are expected to play the game (given their hardware). For mobile, Google 
-has useful `stats <https://developer.android.com/about/dashboards>`_ online, and for desktop, 
-Steam `also does <https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam>`_.
+The most common approach is to use a single *base* resolution and
+then fit it to everything else. This resolution is how most players are expected
+to play the game (given their hardware). For mobile, Google has useful `stats
+<https://developer.android.com/about/dashboards>`_ online, and for desktop,
+Steam `also does <https://store.steampowered.com/hwsurvey/>`_.
 
-As an example, Steam shows that the most common *primary display resolution* is 1920x1080, so a sensible approach is to develop a game for this resolution, then handle scaling for different sizes and aspect ratios.
+As an example, Steam shows that the most common *primary display resolution* is
+1920×1080, so a sensible approach is to develop a game for this resolution, then
+handle scaling for different sizes and aspect ratios.
 
 Godot provides a several useful tools to do this easily.
 
 Base size
 ---------
 
-A base size for the window can be specified in the project settings under
-"Display", "Window".
+A base size for the window can be specified in the Project Settings under
+**Display → Window**.
 
 .. image:: img/screenres.png
 
@@ -89,7 +95,7 @@ of configuration variables that provide several options:
 Stretch Mode
 ^^^^^^^^^^^^
 
-The "Stretch Mode" setting defines how the base size is stretched to fit
+The **Stretch Mode** setting defines how the base size is stretched to fit
 the resolution of the window or screen.
 
 .. image:: img/stretch.png
@@ -104,21 +110,21 @@ demonstrate the effect of different stretch modes. A single sprite, also
 .. Animated GIFs are generated from:
 .. https://github.com/ttencate/godot_scaling_mode
 
--  Stretch Mode = **Disabled** (default): No stretching happens. One
+-  **Stretch Mode = Disabled** (default): No stretching happens. One
    unit in the scene corresponds to one pixel on the screen. In this
-   mode, the "Stretch Aspect" setting has no effect.
+   mode, the **Stretch Aspect** setting has no effect.
 
    This is a good option if you want full control over every screen
    pixel, and is probably the best option for 3D games.
 
    .. image:: img/stretch_disabled_expand.gif
 
--  Stretch Mode = **2D**: In this mode, the size specified in
-   display/width and display/height in the project settings will be
-   stretched to cover the whole screen (taking the "Stretch Aspect"
-   setting into account). This means that everything will be rendered
-   directly at the target resolution. 3D will be largely unaffected,
-   while in 2D there is no longer a 1:1 correspondence between sprite
+-  **Stretch Mode = 2D**: In this mode, the size specified in
+   display/width and display/height in the project settings is
+   stretched to cover the whole screen (taking the **Stretch Aspect**
+   setting into account). This means that everything is rendered
+   directly at the target resolution. 3D is largely unaffected,
+   while in 2D, there is no longer a 1:1 correspondence between sprite
    pixels and screen pixels, which may result in scaling artifacts.
 
    This is a good option if your 2D artwork has a sufficiently high
@@ -128,15 +134,15 @@ demonstrate the effect of different stretch modes. A single sprite, also
 
    .. image:: img/stretch_2d_expand.gif
 
--  Stretch Mode = **Viewport**: Viewport scaling means that the size of
+-  **Stretch Mode = Viewport**: Viewport scaling means that the size of
    the root :ref:`Viewport <class_Viewport>` is set precisely to the
-   base size specified in the "Display" section of the project settings.
+   base size specified in the Project Settings' **Display** section.
    The scene is rendered to this viewport first. Finally, this viewport
-   is scaled to fit the screen (taking the "Stretch Aspect" setting into
+   is scaled to fit the screen (taking the **Stretch Aspect** setting into
    account).
 
    This mode is useful when working with pixel-precise games, or for the
-   sake of rendering to a lower resolution for improving performance.
+   sake of rendering to a lower resolution to improve performance.
 
    .. image:: img/stretch_viewport_expand.gif
 
@@ -144,14 +150,14 @@ Stretch Aspect
 ^^^^^^^^^^^^^^
 
 The second setting is the stretch aspect. Note that this only takes effect if
-"Stretch Mode" is set to something other than "disabled".
+**Stretch Mode** is set to something other than **Disabled**.
 
 In the animations below, you will notice gray and black areas. The black
 areas are added by the engine and cannot be drawn into. The gray areas
 are part of your scene, and can be drawn to. The gray areas correspond
 to the region outside the blue frame you see in the 2D editor.
 
--  Stretch Aspect = **Ignore**: Ignore the aspect ratio when stretching
+-  **Stretch Aspect = Ignore**: Ignore the aspect ratio when stretching
    the screen. This means that the original resolution will be stretched
    to exactly fill the screen, even if it's wider or narrower. This may
    result in nonuniform stretching: things looking wider or taller than
@@ -159,7 +165,7 @@ to the region outside the blue frame you see in the 2D editor.
 
    .. image:: img/stretch_viewport_ignore.gif
 
--  Stretch Aspect = **Keep**: Keep aspect ratio when stretching the
+-  **Stretch Aspect = Keep**: Keep aspect ratio when stretching the
    screen. This means that the viewport retains its original size
    regardless of the screen resolution, and black bars will be added to
    the top/bottom of the screen ("letterboxing") or the sides
@@ -171,7 +177,7 @@ to the region outside the blue frame you see in the 2D editor.
 
    .. image:: img/stretch_viewport_keep.gif
 
--  Stretch Aspect = **Keep Width**: Keep aspect ratio when stretching the
+-  **Stretch Aspect = Keep Width**: Keep aspect ratio when stretching the
    screen. If the screen is wider than the base size, black bars are
    added at the left and right (pillarboxing). But if the screen is
    taller than the base resolution, the viewport will be grown in the
@@ -184,7 +190,7 @@ to the region outside the blue frame you see in the 2D editor.
 
    .. image:: img/stretch_viewport_keep_width.gif
 
--  Stretch Aspect = **Keep Height**: Keep aspect ratio when stretching
+-  **Stretch Aspect = Keep Height**: Keep aspect ratio when stretching
    the screen. If the screen is taller than the base size, black
    bars are added at the top and bottom (letterboxing). But if the
    screen is wider than the base resolution, the viewport will be grown
@@ -196,7 +202,7 @@ to the region outside the blue frame you see in the 2D editor.
 
    .. image:: img/stretch_viewport_keep_height.gif
 
--  Stretch Aspect = **Expand**: Keep aspect ratio when stretching the
+-  **Stretch Aspect = Expand**: Keep aspect ratio when stretching the
    screen, but keep neither the base width nor height. Depending on the
    screen aspect ratio, the viewport will either be larger in the
    horizontal direction (if the screen is wider than the base size) or
@@ -208,19 +214,19 @@ to the region outside the blue frame you see in the 2D editor.
 Stretch Shrink
 ^^^^^^^^^^^^^^
 
-The "Shrink" setting allows you to add an extra scaling factor on top of
-what the "Stretch" options above already provide. The default value of 1
+The **Shrink** setting allows you to add an extra scaling factor on top of
+what the **Stretch** options above already provide. The default value of 1
 means that no scaling occurs.
 
-If, for example, you set "Shrink" to 4 and leave "Stretch Mode" on
-"Disabled", each unit in your scene will correspond to 4×4 pixels on the
+If, for example, you set **Shrink** to 4 and leave **Stretch Mode** on
+**Disabled**, each unit in your scene will correspond to 4×4 pixels on the
 screen.
 
-If "Stretch Mode" is set to something other than "Disabled", the size of
-the root viewport is scaled down by the "Shrink" factor, and pixels in
-the output are scaled up by the same amount. This is rarely useful for
-2D games, but can be used to increase performance in 3D games by
-rendering them at a lower resolution.
+If **Stretch Mode** is set to something other than **Disabled**, the size of
+the root viewport is scaled down by the **Shrink** factor, and pixels
+in the output are scaled up by the same amount. This is rarely useful for
+2D games, but can be used to increase performance in 3D games
+by rendering them at a lower resolution.
 
 From scripts
 ^^^^^^^^^^^^
@@ -232,21 +238,34 @@ To configure stretching at runtime from a script, use the
 Reducing aliasing on downsampling
 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 
-If the game has a very high base resolution (say 4k), aliasing might appear
-when downsampling to something considerably lower like 720. This can be
-detected and reduced by forcing to shrink all images by 2 upon load (this is
-very fast). This can be achieved by calling
+If the game has a very high base resolution (e.g. 3840×2160), aliasing might
+appear when downsampling to something considerably lower like 1280×720.
+Aliasing can be made less visible by shrinking all images by a factor of 2
+upon loading. This can be done by calling the method below before
+the game data is loaded:
 
 ::
 
-    VisualServer.texture_set_shrink_all_x2_on_set_data(true) 
-
+    VisualServer.texture_set_shrink_all_x2_on_set_data(true)
 
-Before most game data is loaded.
 
 Handling aspect ratios
 ^^^^^^^^^^^^^^^^^^^^^^
 
-Once scaling for different resolutions is accounted for, just make sure that your *user interface*
-also scales for different aspect ratios. This can be easily done using :ref:`anchors <doc_size_and_anchors>` 
-and/or :ref:`containers <doc_gui_containers>`.
+Once scaling for different resolutions is accounted for, make sure that
+your *user interface* also scales for different aspect ratios. This can be
+done using :ref:`anchors <doc_size_and_anchors>` and/or :ref:`containers
+<doc_gui_containers>`.
+
+Field of view scaling
+^^^^^^^^^^^^^^^^^^^^^
+
+The 3D Camera node's **Keep Aspect** property defaults to the **Keep Height**
+scaling mode (also called *Hor+*). This is usually the best value for desktop
+games and mobile games in landscape mode, as widescreen displays will
+automatically use a wider field of view.
+
+However, if your 3D game is intended to be played in portrait mode, it may make
+more sense to use **Keep Width** instead (also called *Vert-*). This way,
+smartphones with an aspect ratio taller than 16:9 (e.g. 19:9) will use a
+*taller* field of view, which is more logical here.