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Update the `2d` stretch mode name to `canvas_items`

Hugo Locurcio 2 years ago
parent
commit
8b330feb43

+ 1 - 1
about/list_of_features.rst

@@ -617,7 +617,7 @@ The editor UI can easily be extended in many ways using add-ons.
      layouts.
    - :ref:`Draggable splitter <class_SplitContainer>` layouts.
 
-- Scale to multiple resolutions using the ``2d`` or ``viewport`` stretch modes.
+- Scale to multiple resolutions using the ``canvas_items`` or ``viewport`` stretch modes.
 - Support any aspect ratio using anchors and the ``expand`` stretch aspect.
 
 **Theming:**

+ 3 - 3
getting_started/first_2d_game/01.project_setup.rst

@@ -55,9 +55,9 @@ window and in the left column, open the *Display -> Window* tab. There, set
 
 .. image:: img/setting-project-width-and-height.png
 
-Also, scroll down to the bottom of the section and, under the "Stretch" options,
-set ``Mode`` to "2d" and ``Aspect`` to "keep". This ensures that the game scales
-consistently on different sized screens.
+Also, scroll down to the bottom of the section and, under the **Stretch**
+options, set **Mode** to ``canvas_items`` and **Aspect** to ``keep``. This
+ensures that the game scales consistently on different sized screens.
 
 .. image:: img/setting-stretch-mode.png
 

+ 5 - 5
tutorials/rendering/multiple_resolutions.rst

@@ -273,7 +273,7 @@ Desktop game
   Note that this will make non-mipmapped textures grainy on low resolution devices,
   so make sure to follow the instructions described in
   :ref:`doc_multiple_resolutions_reducing_aliasing_on_downsampling`.
-- Set the stretch mode to ``2d``.
+- Set the stretch mode to ``canvas_items``.
 - Set the stretch aspect to ``expand``. This allows for supporting multiple aspect ratios
   and makes better use of tall smartphone displays (such as 18:9 or 19:9 aspect ratios).
 - Configure Control nodes' anchors to snap to the correct corners using the **Layout** menu.
@@ -296,11 +296,11 @@ Desktop game
     The ``viewport`` stretch mode provides low-resolution rendering that is then
     stretched to the final window size. If you are OK with sprites being able to
     move or rotate in "sub-pixel" positions or wish to have a high resolution 3D
-    viewport, you should use the ``2d`` stretch mode instead of the ``viewport``
+    viewport, you should use the ``canvas_items`` stretch mode instead of the ``viewport``
     stretch mode.
 
     Godot currently doesn't have a way to enforce integer scaling when using the
-    ``2d`` or ``viewport`` stretch mode, which means pixel art may look bad if the
+    ``canvas_items`` or ``viewport`` stretch mode, which means pixel art may look bad if the
     final window size is not a multiple of the base window size.
     To fix this, use an add-on such as the `Integer Resolution Handler <https://github.com/Yukitty/godot-addon-integer_resolution_handler>`__.
 
@@ -320,7 +320,7 @@ to change the display orientation project setting.
   Note that this will make non-mipmapped textures grainy on low resolution devices,
   so make sure to follow the instructions described in
   :ref:`doc_multiple_resolutions_reducing_aliasing_on_downsampling`.
-- Set the stretch mode to ``2d``.
+- Set the stretch mode to ``canvas_items``.
 - Set the stretch aspect to ``expand``. This allows for supporting multiple aspect ratios
   and makes better use of tall smartphone displays (such as 18:9 or 19:9 aspect ratios).
 - Configure Control nodes' anchors to snap to the correct corners using the **Layout** menu.
@@ -339,7 +339,7 @@ Mobile game in portrait mode
   so make sure to follow the instructions described in
   :ref:`doc_multiple_resolutions_reducing_aliasing_on_downsampling`.
 - Set **Display > Window > Handheld > Orientation** to ``portrait``.
-- Set the stretch mode to ``2d``.
+- Set the stretch mode to ``canvas_items``.
 - Set the stretch aspect to ``expand``. This allows for supporting multiple aspect ratios
   and makes better use of tall smartphone displays (such as 18:9 or 19:9 aspect ratios).
 - Configure Control nodes' anchors to snap to the correct corners using the **Layout** menu.