Fix toctree levels in Optimization section

This commit is contained in:
Rémi Verschelde
2020-07-30 19:13:41 +02:00
parent 6b43db46c1
commit e74e37d65f
2 changed files with 17 additions and 7 deletions

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@@ -45,7 +45,7 @@ reality, there are several different kinds of performance problem:
Each of these are annoying to the user, but in different ways.
Measuring Performance
Measuring performance
=====================
Probably the most important tool for optimization is the ability to measure

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@@ -2,7 +2,7 @@ Optimization
=============
Introduction
~~~~~~~~~~~~
------------
Godot follows a balanced performance philosophy. In the performance world, there
are always trade-offs, which consist of trading speed for usability and
@@ -37,39 +37,49 @@ With this clear, the aim of this tutorial section is to explain how to get the
maximum performance out of Godot. While the tutorials can be read in any order,
it is a good idea to start from :ref:`doc_general_optimization`.
Common
------
.. toctree::
:maxdepth: 1
:caption: Common
:name: toc-learn-features-general-optimization
general_optimization
using_servers
CPU
---
.. toctree::
:maxdepth: 1
:caption: CPU
:name: toc-learn-features-cpu-optimization
cpu_optimization
GPU
---
.. toctree::
:maxdepth: 1
:caption: GPU
:name: toc-learn-features-gpu-optimization
gpu_optimization
using_multimesh
2D
--
.. toctree::
:maxdepth: 1
:caption: 2D
:name: toc-learn-features-2d-optimization
batching
3D
--
.. toctree::
:maxdepth: 1
:caption: 3D
:name: toc-learn-features-3d-optimization
optimizing_3d_performance