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Docs: Standardize names and terms for renderers #98744
Docs: Standardize names and terms for renderers #98744
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Make it a triple approval but the rendering team should really take a look first.
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LGTM, but should be approved by Rendering.
doc/classes/ProjectSettings.xml
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@@ -2909,7 +2909,7 @@ | |||
</member> | |||
<member name="rendering/textures/vram_compression/compress_with_gpu" type="bool" setter="" getter="" default="true"> | |||
If [code]true[/code], the texture importer will utilize the GPU for compressing textures, improving the import time of large images. | |||
[b]Note:[/b] This only functions on a device which supports either Vulkan, D3D12, or Metal available as a rendering backend. | |||
[b]Note:[/b] This only functions on a device which supports either Vulkan, D3D12, or Metal available as a rendering driver. |
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While at it, "supports ... available" sounds weird.
[b]Note:[/b] This only functions on a device which supports either Vulkan, D3D12, or Metal available as a rendering driver. | |
[b]Note:[/b] This only functions on a device which supports either Vulkan, D3D12, or Metal as a rendering driver. |
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Also changed "D3D12" to "Direct3D 12", since it's almost always spelled out.
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Poor you for just pushing a hour ago. There's a minor merge conflict in |
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Needs rebase. |
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Thanks! |
Part of godotengine/godot-docs#10139.
See also #98747, godotengine/godot-docs#10183.
New standards, for user-facing docs:
+
is not a valid symbol.gl_compatibility
is how it is exposed in the project settings.This PR changes: