Add documentation pages on 2D and 3D antialiasing

This commit is contained in:
Hugo Locurcio
2022-10-03 20:48:55 +02:00
parent 219705563e
commit 048f5e575b
19 changed files with 378 additions and 33 deletions

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@@ -156,12 +156,6 @@ Vulkan 1.0, with Vulkan 1.1 and 1.2 features optionally used.
- Perspective, orthographic and frustum-offset cameras.
- When using the Vulkan Clustered backend (default on desktop), a depth prepass
is used to improve performance in complex scenes by reducing the cost of overdraw.
- Support for rendering 3D at a lower resolution while keeping 2D rendering at
the original scale. This can be used to improve performance on low-end systems
or improve visuals on high-end systems.
- 3D rendering can be scaled with bilinear filtering or
`AMD FidelityFX Super Resolution 1.0 <https://www.amd.com/en/technologies/fidelityfx-super-resolution>`__.
- `OpenGL support planned for a future Godot 4.x release <https://godotengine.org/article/about-godot4-vulkan-gles3-and-gles2>`__.
@@ -331,12 +325,23 @@ Vulkan 1.0, with Vulkan 1.1 and 1.2 features optionally used.
**Anti-aliasing:**
- Temporal antialiasing (TAA).
- Multi-sample antialiasing (MSAA), for both :ref:`doc_2d_antialiasing` and :ref:`doc_3d_antialiasing`.
- Fast approximate antialiasing (FXAA).
- Multi-sample antialiasing (MSAA).
- Super-sample antialiasing (SSAA) using bilinear 3D scaling and a 3D resolution scale above 1.0.
- Alpha antialiasing, alpha to coverage and alpha hashing on a per-material basis.
- Alpha antialiasing, MSAA alpha to coverage and alpha hashing on a per-material basis.
Most of these effects can be adjusted for better performance or to further
**Resolution scaling:**
- Support for rendering 3D at a lower resolution while keeping 2D rendering at
the original scale. This can be used to improve performance on low-end systems
or improve visuals on high-end systems.
- Resolution scaling uses bilinear filtering or AMD FidelityFX Super Resolution
1.0 (FSR).
- Texture mipmap LOD bias is adjusted automatically to improve quality at lower
resolution scales. It can also be modified with a manual offset.
Most effects listed above can be adjusted for better performance or to further
improve quality. This can be helpful when using Godot for offline rendering.
3D tools