|
@@ -368,6 +368,12 @@ this.
|
|
|
in :abbr:`LDR (Low Dynamic Range)` sRGB-space while 3D rendering uses
|
|
|
:abbr:`HDR (High Dynamic Range)` linear space.
|
|
|
|
|
|
+The color format used for 2D rendering is RGB8 (RGBA8 if the **Transparent**
|
|
|
+property on the Viewport is enabled). 3D rendering uses a 24-bit unsigned
|
|
|
+normalized integer depth buffer, or 32-bit signed floating-point if a 24-bit
|
|
|
+depth buffer is not supported by the hardware. 2D rendering does not use a depth
|
|
|
+buffer.
|
|
|
+
|
|
|
3D resolution scaling is performed differently depending on whether bilinear or
|
|
|
FSR 1.0 scaling is used. When bilinear scaling is used, no special upscaling
|
|
|
shader is run. Instead, the viewport's texture is stretched and displayed with a
|