classref: Sync with current master branch (68ad520)

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Godot Organization
2024-03-16 03:19:36 +00:00
parent 0664ab75ab
commit 55c8a88dfe
57 changed files with 3017 additions and 1332 deletions

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@@ -11568,7 +11568,7 @@ If ``true``, enables debanding on the specified viewport. Equivalent to :ref:`Pr
|void| **viewport_set_use_hdr_2d**\ (\ viewport\: :ref:`RID<class_RID>`, enabled\: :ref:`bool<class_bool>`\ )
If ``true``, 2D rendering will use a high dynamic range (HDR) format framebuffer matching the bit depth of the 3D framebuffer. When using the Forward+ renderer this will be a ``RGBA16`` framebuffer, while when using the Mobile renderer it will be a ``RGB10_A2`` framebuffer. Additionally, 2D rendering will take place in linear color space and will be converted to sRGB space immediately before blitting to the screen (if the Viewport is attached to the screen). Practically speaking, this means that the end result of the Viewport will not be clamped into the ``0-1`` range and can be used in 3D rendering without color space adjustments. This allows 2D rendering to take advantage of effects requiring high dynamic range (e.g. 2D glow) as well as substantially improves the appearance of effects requiring highly detailed gradients. This setting has the same effect as :ref:`Viewport.use_hdr_2d<class_Viewport_property_use_hdr_2d>`.
If ``true``, 2D rendering will use a high dynamic range (HDR) format framebuffer matching the bit depth of the 3D framebuffer. When using the Forward+ renderer this will be an ``RGBA16`` framebuffer, while when using the Mobile renderer it will be an ``RGB10_A2`` framebuffer. Additionally, 2D rendering will take place in linear color space and will be converted to sRGB space immediately before blitting to the screen (if the Viewport is attached to the screen). Practically speaking, this means that the end result of the Viewport will not be clamped into the ``0-1`` range and can be used in 3D rendering without color space adjustments. This allows 2D rendering to take advantage of effects requiring high dynamic range (e.g. 2D glow) as well as substantially improves the appearance of effects requiring highly detailed gradients. This setting has the same effect as :ref:`Viewport.use_hdr_2d<class_Viewport_property_use_hdr_2d>`.
\ **Note:** This setting will have no effect when using the GL Compatibility renderer as the GL Compatibility renderer always renders in low dynamic range for performance reasons.