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Add notes on color/depth buffer formats in Internal rendering architecture (#7410)

Hugo Locurcio 2 years ago
parent
commit
a1a5660268

+ 6 - 0
contributing/development/core_and_modules/internal_rendering_architecture.rst

@@ -368,6 +368,12 @@ this.
 in :abbr:`LDR (Low Dynamic Range)` sRGB-space while 3D rendering uses
 in :abbr:`LDR (Low Dynamic Range)` sRGB-space while 3D rendering uses
 :abbr:`HDR (High Dynamic Range)` linear space.
 :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
 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
 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
 shader is run. Instead, the viewport's texture is stretched and displayed with a