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Remove outdated stretch mode recommendations in Multiple resolutions

Hugo Locurcio 3 years ago
parent
commit
991359838b
1 changed files with 1 additions and 12 deletions
  1. 1 12
      tutorials/rendering/multiple_resolutions.rst

+ 1 - 12
tutorials/rendering/multiple_resolutions.rst

@@ -130,24 +130,16 @@ demonstrate the effect of different stretch modes. A single sprite, also
    unit in the scene corresponds to one pixel on the screen. In this
    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
    .. image:: img/stretch_disabled_expand.gif
 
 
 -  **Stretch Mode = 2D**: In this mode, the base size specified in
 -  **Stretch Mode = 2D**: In this mode, the base size specified in
    width and height in the project settings is
    width and height in the project settings is
    stretched to cover the whole screen (taking the **Stretch Aspect**
    stretched to cover the whole screen (taking the **Stretch Aspect**
    setting into account). This means that everything is rendered
    setting into account). This means that everything is rendered
-   directly at the target resolution. 3D is largely unaffected,
+   directly at the target resolution. 3D is unaffected,
    while in 2D, there is no longer a 1:1 correspondence between sprite
    while in 2D, there is no longer a 1:1 correspondence between sprite
    pixels and screen pixels, which may result in scaling artifacts.
    pixels and screen pixels, which may result in scaling artifacts.
 
 
-   This is a good option if your 2D artwork has a sufficiently high
-   resolution and does not require pixel-perfect rendering. Consider
-   enabling texture filtering and mipmapping on your 2D textures and
-   fonts.
-
    .. image:: img/stretch_2d_expand.gif
    .. 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
@@ -157,9 +149,6 @@ demonstrate the effect of different stretch modes. A single sprite, also
    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).
    account).
 
 
-   This mode is useful when working with pixel-precise games, or for the
-   sake of rendering to a lower resolution to improve performance.
-
    .. image:: img/stretch_viewport_expand.gif
    .. image:: img/stretch_viewport_expand.gif
 
 
 Stretch Aspect
 Stretch Aspect