Merge pull request #2743 from Calinou/improve-viewports

Improve the Viewports documentation
This commit is contained in:
Rémi Verschelde
2019-10-29 12:28:31 +01:00
committed by GitHub

View File

@@ -180,6 +180,12 @@ You can also set the :ref:`Viewport <class_Viewport>` to use HDR, HDR is very us
If you know how the :ref:`Viewport <class_Viewport>` is going to be used, you can set its Usage to either 3D or 2D. Godot will then
restrict how the :ref:`Viewport <class_Viewport>` is drawn to in accordance with your choice; default is 3D.
The 2D usage mode is slightly faster and uses less memory compared to the 3D one. It's a good idea to set the :ref:`Viewport <class_Viewport>`'s Usage property to 2D if your viewport doesn't render anything in 3D.
.. note::
If you need to render 3D shadows in the viewport, make sure to set the viewport's *Shadow Atlas Size* property to a value higher than 0.
Otherwise, shadows won't be rendered. For reference, the Project Settings define it to 4096 by default.
Godot also provides a way of customizing how everything is drawn inside :ref:`Viewports <class_Viewport>` using “Debug Draw”.
Debug Draw allows you to specify one of four options for how the :ref:`Viewport <class_Viewport>` will display things drawn
@@ -203,8 +209,11 @@ Overdraw draws the meshes semi-transparent with an additive blend so you can see
*The same scene with Debug Draw set to Overdraw*
Lastly, Wireframe draws the scene using only the edges of triangles in the meshes. NOTE: As of
this writing (v3.0.2), wireframe mode is not functional and currently renders the scene normally.
Lastly, Wireframe draws the scene using only the edges of triangles in the meshes.
.. note::
The effects of the Wireframe mode are only visible in the editor, not while the project is running.
Render target
-------------