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Remove outdated stretch mode recommendations in Multiple resolutions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