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@@ -502,10 +502,12 @@ What user interface toolkit does Godot use?
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Godot does not use a standard :abbr:`GUI (Graphical User Interface)` toolkit
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like GTK, Qt or wxWidgets. Instead, Godot uses its own user interface toolkit,
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-rendered using OpenGL ES or Vulkan. This toolkit is exposed in the form of
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-Control nodes, which are used to render the editor (which is written in C++).
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-These Control nodes can also be used in projects from any scripting language
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-supported by Godot.
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+which is always rendered using hardware acceleration. There is no built-in software
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+fallback, although external solutions that emulate graphics APIs on the CPU can be used.
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+
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+This toolkit is exposed in the form of Control nodes, which are used to render
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+the editor (which is written in C++). These Control nodes can also be used in projects
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+from any scripting language supported by Godot.
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This custom toolkit makes it possible to benefit from hardware acceleration and
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have a consistent appearance across all platforms. On top of that, it doesn't
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@@ -513,9 +515,9 @@ have to deal with the LGPL licensing caveats that come with GTK or Qt. Lastly,
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this means Godot is "eating its own dog food" since the editor itself is one of
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the most complex users of Godot's UI system.
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-This custom UI toolkit :ref:`can't be used as a library <doc_faq_use_godot_as_library>`,
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-but you can still
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-:ref:`use Godot to create non-game applications by using the editor <doc_faq_non_game_applications>`.
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+This custom UI toolkit can be :ref:`embedded into other applications <doc_faq_use_godot_as_library>`
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+(experimental). However, the preferred way to use it is to
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+:ref:`use Godot to create non-game applications with the editor <doc_faq_non_game_applications>`.
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.. _doc_faq_why_scons:
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