Remove outdated stretch mode recommendations in Multiple resolutions

This commit is contained in:
Hugo Locurcio
2022-07-28 17:43:39 +02:00
parent 04ee9a43e5
commit f8025454bf

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@@ -130,24 +130,16 @@ demonstrate the effect of different stretch modes. A single sprite, also
unit in the scene corresponds to one pixel on the screen. In this
mode, the **Stretch Aspect** setting has no effect.
This is a good option if you want full control over every screen
pixel, and is probably the best option for 3D games.
.. image:: img/stretch_disabled_expand.gif
- **Stretch Mode = 2D**: In this mode, the base size specified in
width and height in the project settings is
stretched to cover the whole screen (taking the **Stretch Aspect**
setting into account). This means that everything is rendered
directly at the target resolution. 3D is largely unaffected,
directly at the target resolution. 3D is unaffected,
while in 2D, there is no longer a 1:1 correspondence between sprite
pixels and screen pixels, which may result in scaling artifacts.
This is a good option if your 2D artwork has a sufficiently high
resolution and does not require pixel-perfect rendering. Consider
enabling texture filtering and mipmapping on your 2D textures and
fonts.
.. image:: img/stretch_2d_expand.gif
- **Stretch Mode = Viewport**: Viewport scaling means that the size of
@@ -157,9 +149,6 @@ demonstrate the effect of different stretch modes. A single sprite, also
is scaled to fit the screen (taking the **Stretch Aspect** setting into
account).
This mode is useful when working with pixel-precise games, or for the
sake of rendering to a lower resolution to improve performance.
.. image:: img/stretch_viewport_expand.gif
Stretch Aspect