diff --git a/tutorials/rendering/multiple_resolutions.rst b/tutorials/rendering/multiple_resolutions.rst index 0b3a6b09e..08062b61e 100644 --- a/tutorials/rendering/multiple_resolutions.rst +++ b/tutorials/rendering/multiple_resolutions.rst @@ -427,8 +427,8 @@ performance significantly while keeping the HUD and other 2D elements crisp. This is done by using the root Viewport node only for 2D elements, then creating a Viewport node to display the 3D world and displaying it using a -ViewportContainer or TextureRect node. There will effectively be two viewports -in the final project. One upside of using TextureRect over ViewportContainer is +SubViewportContainer or TextureRect node. There will effectively be two viewports +in the final project. One upside of using TextureRect over SubViewportContainer is that it allows enable linear filtering. This makes scaled 3D viewports look better in many cases. diff --git a/tutorials/rendering/viewports.rst b/tutorials/rendering/viewports.rst index cde82ec3b..1c3df3e53 100644 --- a/tutorials/rendering/viewports.rst +++ b/tutorials/rendering/viewports.rst @@ -89,7 +89,7 @@ Scale & stretching ------------------ :ref:`Viewports ` have a "size" property, which represents the size of the :ref:`Viewport ` -in pixels. For :ref:`Viewports ` which are children of :ref:`ViewportContainers `, +in pixels. For :ref:`Viewports ` which are children of :ref:`SubViewportContainers `, these values are overridden, but for all others, this sets their resolution. It is also possible to scale the 2D content and make the :ref:`Viewport ` resolution @@ -162,13 +162,13 @@ it using (for example): Viewport Container ------------------ -If the :ref:`Viewport ` is a child of a :ref:`ViewportContainer `, it will become active and display anything it has inside. The layout looks like this: +If the :ref:`Viewport ` is a child of a :ref:`SubViewportContainer `, it will become active and display anything it has inside. The layout looks like this: .. image:: img/container.png -The :ref:`Viewport ` will cover the area of its parent :ref:`ViewportContainer ` completely -if :ref:`Stretch` is set to ``true`` in :ref:`ViewportContainer `. -Note: The size of the :ref:`ViewportContainer ` cannot be smaller than the size of the :ref:`Viewport `. +The :ref:`Viewport ` will cover the area of its parent :ref:`SubViewportContainer ` completely +if :ref:`Stretch` is set to ``true`` in :ref:`SubViewportContainer `. +Note: The size of the :ref:`SubViewportContainer ` cannot be smaller than the size of the :ref:`Viewport `. Rendering --------- diff --git a/tutorials/scripting/change_scenes_manually.rst b/tutorials/scripting/change_scenes_manually.rst index d3d6ddff2..4402b3d95 100644 --- a/tutorials/scripting/change_scenes_manually.rst +++ b/tutorials/scripting/change_scenes_manually.rst @@ -131,7 +131,7 @@ a scene's data between scene changes (adding the scene to the root node). GetTree().GetRoot().AddChild(scene); Perhaps instead they wish to display multiple scenes at the same time using -:ref:`ViewportContainers `. This is optimal in +:ref:`SubViewportContainers `. This is optimal in cases where the intent is to render different content in different parts of the screen. Minimaps and split-screen multiplayer are good examples. diff --git a/tutorials/shaders/advanced_postprocessing.rst b/tutorials/shaders/advanced_postprocessing.rst index 1e7b259e5..5ff2bbdbc 100644 --- a/tutorials/shaders/advanced_postprocessing.rst +++ b/tutorials/shaders/advanced_postprocessing.rst @@ -12,7 +12,7 @@ uses the depth buffer. You should already be familiar with post-processing generally and, in particular, with the methods outlined in the :ref:`custom post-processing tutorial `. In the previous post-processing tutorial, we rendered the scene to a :ref:`Viewport ` -and then rendered the Viewport in a :ref:`ViewportContainer ` +and then rendered the Viewport in a :ref:`SubViewportContainer ` to the main scene. One limitation of this method is that we could not access the depth buffer because the depth buffer is only available in spatial shaders and Viewports do not maintain depth information. diff --git a/tutorials/ui/gui_containers.rst b/tutorials/ui/gui_containers.rst index 862f0885b..0146c30c1 100644 --- a/tutorials/ui/gui_containers.rst +++ b/tutorials/ui/gui_containers.rst @@ -152,11 +152,11 @@ Mouse wheel and touch drag (when touch is available) are also valid ways to pan As in the example above, one of the most common ways to use this container is together with a *VBoxContainer* as child. -ViewportContainer -^^^^^^^^^^^^^^^^^ +SubViewportContainer +^^^^^^^^^^^^^^^^^^^^ This is a special control that will only accept a single *Viewport* node as child, and it will display -it as if it was an image (via :ref:`ViewportContainer `). +it as if it was an image (via :ref:`SubViewportContainer `). Creating custom Containers --------------------------