Add comparison images to 3D rendering limitations (#7120)

This helps readers understand issues if they can notice them
in their project, but don't know by name what issue it is.
This commit is contained in:
Hugo Locurcio
2023-04-05 23:17:07 +02:00
committed by GitHub
parent f285445102
commit 96137165b3
4 changed files with 18 additions and 0 deletions

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@@ -56,6 +56,12 @@ There are two main ways to alleviate banding:
rendered with low color precision, which means it will work when using the
Mobile and Compatibility rendering methods.
.. figure:: img/3d_rendering_limitations_banding.webp
:align: center
:alt: Color banding comparison (contrast increased for more visibility)
Color banding comparison (contrast increased for more visibility)
.. seealso::
See `Banding in Games: A Noisy Rant <http://loopit.dk/banding_in_games.pdf>`__
@@ -88,6 +94,12 @@ Depending on the scene and viewing conditions, you may also be able to move the
Z-fighting objects further apart without the difference being visible to the
player.
.. figure:: img/3d_rendering_limitations_z_fighting.webp
:align: center
:alt: Z-fighting comparison (before and after tweaking the scene by offsetting the Label3D away from the floor)
Z-fighting comparison (before and after tweaking the scene by offsetting the Label3D away from the floor)
.. _doc_3d_rendering_limitations_transparency_sorting:
Transparency sorting
@@ -133,6 +145,12 @@ this feature. There are still several ways to avoid this problem:
distance fade mode **Pixel Dither** or **Object Dither** instead of
**PixelAlpha**. This will make the material opaque, which also speeds up rendering.
.. figure:: img/3d_rendering_limitations_transparency_sorting.webp
:align: center
:alt: Transparency sorting comparison (alpha-blended materials on the left, alpha scissor materials on the right)
Transparency sorting comparison (alpha-blended materials on the left, alpha scissor materials on the right)
Multi-sample antialiasing
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