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@@ -21,7 +21,7 @@ A Viewport creates a different view into the screen, or a sub-view inside anothe
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Optionally, a viewport can have its own 2D or 3D world, so they don't share what they draw with other viewports.
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Optionally, a viewport can have its own 2D or 3D world, so they don't share what they draw with other viewports.
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-If a viewport is a child of a :ref:`ViewportContainer<class_ViewportContainer>`, it will automatically take up its size, otherwise it must be set manually.
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+If a viewport is a child of a :ref:`ViewportContainer<class_ViewportContainer>`, the viewport will automatically take up the container's size, otherwise it must be set manually.
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Viewports can also choose to be audio listeners, so they generate positional audio depending on a 2D or 3D camera child of it.
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Viewports can also choose to be audio listeners, so they generate positional audio depending on a 2D or 3D camera child of it.
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@@ -465,7 +465,9 @@ The canvas transform of the viewport, useful for changing the on-screen position
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| *Getter* | get_use_debanding() |
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| *Getter* | get_use_debanding() |
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+-----------+--------------------------+
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+-----------+--------------------------+
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-If ``true``, uses a fast post-processing filter to make banding significantly less visible. In some cases, debanding may introduce a slightly noticeable dithering pattern. It's recommended to enable debanding only when actually needed since the dithering pattern will make lossless-compressed screenshots larger.
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+If ``true``, uses a fast post-processing filter to make banding significantly less visible in 3D. 2D rendering is *not* affected by debanding unless the :ref:`Environment.background_mode<class_Environment_property_background_mode>` is :ref:`Environment.BG_CANVAS<class_Environment_constant_BG_CANVAS>`. In this case, :ref:`usage<class_Viewport_property_usage>` must also be set to :ref:`USAGE_3D<class_Viewport_constant_USAGE_3D>`. See also :ref:`ProjectSettings.rendering/quality/filters/use_debanding<class_ProjectSettings_property_rendering/quality/filters/use_debanding>`.
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+
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+In some cases, debanding may introduce a slightly noticeable dithering pattern. It's recommended to enable debanding only when actually needed since the dithering pattern will make lossless-compressed screenshots larger.
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\ **Note:** Only available on the GLES3 backend. :ref:`hdr<class_Viewport_property_hdr>` must also be ``true`` for debanding to be effective.
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\ **Note:** Only available on the GLES3 backend. :ref:`hdr<class_Viewport_property_hdr>` must also be ``true`` for debanding to be effective.
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@@ -499,7 +501,7 @@ The overlay mode for test rendered geometry in debug purposes.
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| *Getter* | is_3d_disabled() |
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| *Getter* | is_3d_disabled() |
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+-----------+-----------------------+
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+-----------+-----------------------+
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-If ``true``, the viewport will disable 3D rendering. For actual disabling use ``usage``.
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+If ``true``, the viewport will disable 3D rendering. To actually disable allocation of 3D buffers, set :ref:`usage<class_Viewport_property_usage>` instead.
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----
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----
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@@ -887,7 +889,7 @@ If ``true``, the viewport should render its background as transparent.
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| *Getter* | get_usage() |
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| *Getter* | get_usage() |
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+-----------+------------------+
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+-----------+------------------+
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-The rendering mode of viewport.
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+The viewport's rendering mode. This controls which buffers are allocated for the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage and improve performance slightly, especially on low-end devices.
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\ **Note:** If set to :ref:`USAGE_2D<class_Viewport_constant_USAGE_2D>` or :ref:`USAGE_2D_NO_SAMPLING<class_Viewport_constant_USAGE_2D_NO_SAMPLING>`, :ref:`hdr<class_Viewport_property_hdr>` will have no effect when enabled since HDR is not supported for 2D.
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\ **Note:** If set to :ref:`USAGE_2D<class_Viewport_constant_USAGE_2D>` or :ref:`USAGE_2D_NO_SAMPLING<class_Viewport_constant_USAGE_2D_NO_SAMPLING>`, :ref:`hdr<class_Viewport_property_hdr>` will have no effect when enabled since HDR is not supported for 2D.
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