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Added note about the stencil buffer on OpenGL ES 2.

Lasse Öörni 13 years ago
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      Docs/Reference.dox

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Docs/Reference.dox

@@ -532,6 +532,8 @@ OpenGL ES 2 has further limitations:
 
 
 - Due to texture unit limit (usually 8), point light shadow maps are not supported.
 - Due to texture unit limit (usually 8), point light shadow maps are not supported.
 
 
+- To reduce fillrate, the stencil buffer is not reserved and the stencil test is not available. As a consequence, the light stencil masking optimization is not used.
+
 \page Materials Materials
 \page Materials Materials
 
 
 Material and Technique resources define how to render 3D scene geometry. On the disk, they are XML data. By default, materials exist in the CoreData/Materials & Data/Materials subdirectories, and techniques exist in the CoreData/Techniques subdirectory.
 Material and Technique resources define how to render 3D scene geometry. On the disk, they are XML data. By default, materials exist in the CoreData/Materials & Data/Materials subdirectories, and techniques exist in the CoreData/Techniques subdirectory.