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fix: rename ViewportContainer to SubViewportContainer
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@@ -427,8 +427,8 @@ performance significantly while keeping the HUD and other 2D elements crisp.
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This is done by using the root Viewport node only for 2D elements, then creating
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a Viewport node to display the 3D world and displaying it using a
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ViewportContainer or TextureRect node. There will effectively be two viewports
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in the final project. One upside of using TextureRect over ViewportContainer is
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SubViewportContainer or TextureRect node. There will effectively be two viewports
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in the final project. One upside of using TextureRect over SubViewportContainer is
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that it allows enable linear filtering. This makes scaled 3D viewports look
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better in many cases.
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@@ -89,7 +89,7 @@ Scale & stretching
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------------------
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:ref:`Viewports <class_Viewport>` have a "size" property, which represents the size of the :ref:`Viewport <class_Viewport>`
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in pixels. For :ref:`Viewports <class_Viewport>` which are children of :ref:`ViewportContainers <class_ViewportContainer>`,
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in pixels. For :ref:`Viewports <class_Viewport>` which are children of :ref:`SubViewportContainers <class_SubViewportContainer>`,
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these values are overridden, but for all others, this sets their resolution.
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It is also possible to scale the 2D content and make the :ref:`Viewport <class_Viewport>` resolution
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@@ -162,13 +162,13 @@ it using (for example):
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Viewport Container
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------------------
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If the :ref:`Viewport <class_Viewport>` is a child of a :ref:`ViewportContainer <class_ViewportContainer>`, it will become active and display anything it has inside. The layout looks like this:
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If the :ref:`Viewport <class_Viewport>` is a child of a :ref:`SubViewportContainer <class_SubViewportContainer>`, it will become active and display anything it has inside. The layout looks like this:
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.. image:: img/container.png
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The :ref:`Viewport <class_Viewport>` will cover the area of its parent :ref:`ViewportContainer <class_ViewportContainer>` completely
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if :ref:`Stretch<class_ViewportContainer_property_stretch>` is set to ``true`` in :ref:`ViewportContainer <class_ViewportContainer>`.
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Note: The size of the :ref:`ViewportContainer <class_ViewportContainer>` cannot be smaller than the size of the :ref:`Viewport <class_Viewport>`.
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The :ref:`Viewport <class_Viewport>` will cover the area of its parent :ref:`SubViewportContainer <class_SubViewportContainer>` completely
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if :ref:`Stretch<class_SubViewportContainer_property_stretch>` is set to ``true`` in :ref:`SubViewportContainer <class_SubViewportContainer>`.
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Note: The size of the :ref:`SubViewportContainer <class_SubViewportContainer>` cannot be smaller than the size of the :ref:`Viewport <class_Viewport>`.
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Rendering
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---------
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@@ -131,7 +131,7 @@ a scene's data between scene changes (adding the scene to the root node).
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GetTree().GetRoot().AddChild(scene);
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Perhaps instead they wish to display multiple scenes at the same time using
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:ref:`ViewportContainers <class_ViewportContainer>`. This is optimal in
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:ref:`SubViewportContainers <class_SubViewportContainer>`. This is optimal in
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cases where the intent is to render different content in different parts of the
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screen. Minimaps and split-screen multiplayer are good examples.
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@@ -12,7 +12,7 @@ uses the depth buffer. You should already be familiar with post-processing
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generally and, in particular, with the methods outlined in the :ref:`custom post-processing tutorial <doc_custom_postprocessing>`.
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In the previous post-processing tutorial, we rendered the scene to a :ref:`Viewport <class_Viewport>`
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and then rendered the Viewport in a :ref:`ViewportContainer <class_ViewportContainer>`
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and then rendered the Viewport in a :ref:`SubViewportContainer <class_SubViewportContainer>`
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to the main scene. One limitation of this method is that we could not access the
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depth buffer because the depth buffer is only available in spatial shaders and
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Viewports do not maintain depth information.
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@@ -152,11 +152,11 @@ Mouse wheel and touch drag (when touch is available) are also valid ways to pan
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As in the example above, one of the most common ways to use this container is together with a *VBoxContainer* as child.
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ViewportContainer
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^^^^^^^^^^^^^^^^^
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SubViewportContainer
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^^^^^^^^^^^^^^^^^^^^
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This is a special control that will only accept a single *Viewport* node as child, and it will display
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it as if it was an image (via :ref:`ViewportContainer <class_ViewportContainer>`).
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it as if it was an image (via :ref:`SubViewportContainer <class_SubViewportContainer>`).
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Creating custom Containers
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--------------------------
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