Browse Source

Add comparison images to 3D rendering limitations (#7120)

This helps readers understand issues if they can notice them
in their project, but don't know by name what issue it is.
Hugo Locurcio 2 years ago
parent
commit
96137165b3

+ 18 - 0
tutorials/3d/3d_rendering_limitations.rst

@@ -56,6 +56,12 @@ There are two main ways to alleviate banding:
   rendered with low color precision, which means it will work when using the
   rendered with low color precision, which means it will work when using the
   Mobile and Compatibility rendering methods.
   Mobile and Compatibility rendering methods.
 
 
+.. figure:: img/3d_rendering_limitations_banding.webp
+   :align: center
+   :alt: Color banding comparison (contrast increased for more visibility)
+
+   Color banding comparison (contrast increased for more visibility)
+
 .. seealso::
 .. seealso::
 
 
     See `Banding in Games: A Noisy Rant <http://loopit.dk/banding_in_games.pdf>`__
     See `Banding in Games: A Noisy Rant <http://loopit.dk/banding_in_games.pdf>`__
@@ -88,6 +94,12 @@ Depending on the scene and viewing conditions, you may also be able to move the
 Z-fighting objects further apart without the difference being visible to the
 Z-fighting objects further apart without the difference being visible to the
 player.
 player.
 
 
+.. figure:: img/3d_rendering_limitations_z_fighting.webp
+   :align: center
+   :alt: Z-fighting comparison (before and after tweaking the scene by offsetting the Label3D away from the floor)
+
+   Z-fighting comparison (before and after tweaking the scene by offsetting the Label3D away from the floor)
+
 .. _doc_3d_rendering_limitations_transparency_sorting:
 .. _doc_3d_rendering_limitations_transparency_sorting:
 
 
 Transparency sorting
 Transparency sorting
@@ -133,6 +145,12 @@ this feature. There are still several ways to avoid this problem:
   distance fade mode **Pixel Dither** or **Object Dither** instead of
   distance fade mode **Pixel Dither** or **Object Dither** instead of
   **PixelAlpha**. This will make the material opaque, which also speeds up rendering.
   **PixelAlpha**. This will make the material opaque, which also speeds up rendering.
 
 
+.. figure:: img/3d_rendering_limitations_transparency_sorting.webp
+   :align: center
+   :alt: Transparency sorting comparison (alpha-blended materials on the left, alpha scissor materials on the right)
+
+   Transparency sorting comparison (alpha-blended materials on the left, alpha scissor materials on the right)
+
 Multi-sample antialiasing
 Multi-sample antialiasing
 -------------------------
 -------------------------
 
 

BIN
tutorials/3d/img/3d_rendering_limitations_banding.webp


BIN
tutorials/3d/img/3d_rendering_limitations_transparency_sorting.webp


BIN
tutorials/3d/img/3d_rendering_limitations_z_fighting.webp