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