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Merge pull request #3971 from Calinou/rename-hdr-page

Rename the high dynamic range page, add a note about HDR output
Nathan Lovato 4 years ago
parent
commit
bd7b52ba77
1 changed files with 11 additions and 3 deletions
  1. 11 3
      tutorials/3d/high_dynamic_range.rst

+ 11 - 3
tutorials/3d/high_dynamic_range.rst

@@ -1,7 +1,7 @@
 .. _doc_high_dynamic_range:
 
-Light transport in game engines
-===============================
+High dynamic range lighting
+===========================
 
 Introduction
 ------------
@@ -32,6 +32,14 @@ through a virtual camera. Here, our virtual camera would apply a particular
 camera rendering transform to the scene data, and the output would be ready
 for display on a particular display type.
 
+.. note::
+
+    Godot does not support high dynamic range *output* yet. It can only perform
+    lighting in HDR and tonemap the result to a low dynamic range image.
+
+    For advanced users, it is still possible to get a non-tonemapped image
+    of the viewport with full HDR data, which can then be saved to an OpenEXR file.
+
 Computer displays
 -----------------
 
@@ -88,7 +96,7 @@ The GPU will do the conversion after reading the texel using floating-point.
 This works fine on PC and consoles, but most mobile devices don't support it,
 or they don't support it on compressed texture formats (iOS for example).
 
-Scene linear to display referred nonlinear
+Scene linear to display-referred nonlinear
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 After all the rendering is done, the scene linear render requires transforming