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@@ -1660,7 +1660,9 @@
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[b]Note:[/b] The two video drivers are not drop-in replacements for each other, so a game designed for GLES3 might not work properly when falling back to GLES2. In particular, some features of the GLES3 backend are not available in GLES2. Enabling this setting also means that both ETC and ETC2 VRAM-compressed textures will be exported on Android and iOS, increasing the data pack's size.
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[b]Note:[/b] The two video drivers are not drop-in replacements for each other, so a game designed for GLES3 might not work properly when falling back to GLES2. In particular, some features of the GLES3 backend are not available in GLES2. Enabling this setting also means that both ETC and ETC2 VRAM-compressed textures will be exported on Android and iOS, increasing the data pack's size.
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</member>
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</member>
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<member name="rendering/quality/filters/anisotropic_filter_level" type="int" setter="" getter="" default="4">
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<member name="rendering/quality/filters/anisotropic_filter_level" type="int" setter="" getter="" default="4">
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- Maximum anisotropic filter level used for textures with anisotropy enabled. Higher values will result in sharper textures when viewed from oblique angles, at the cost of performance. Only power-of-two values are valid (2, 4, 8, 16).
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+ Maximum anisotropic filter level used for textures with anisotropy enabled. Higher values will result in sharper textures when viewed from oblique angles, at the cost of performance. With the exception of [code]1[/code], only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/code], [code]16[/code]). A value of [code]1[/code] forcibly disables anisotropic filtering, even on textures where it is enabled.
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+ [b]Note:[/b] For performance reasons, anisotropic filtering [i]is not enabled by default[/i] on textures. For this setting to have an effect, anisotropic texture filtering can be enabled by selecting a texture in the FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is rarely useful in 2D, so only enable it for textures in 2D if it makes a meaningful visual difference.
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+ [b]Note:[/b] This property is only read when the project starts. There is currently no way to change this setting at run-time.
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</member>
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</member>
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<member name="rendering/quality/filters/msaa" type="int" setter="" getter="" default="0">
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<member name="rendering/quality/filters/msaa" type="int" setter="" getter="" default="0">
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Sets the number of MSAA samples to use. MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware.
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Sets the number of MSAA samples to use. MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware.
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