From 2c08d1aec83bf8700cf99e4ca5be35249d0ded58 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Thu, 13 Mar 2025 22:42:42 +0100 Subject: [PATCH] Update 2D batching notice in Internal rendering architecture for Godot 4.4 --- .../core_and_modules/internal_rendering_architecture.rst | 8 +------- 1 file changed, 1 insertion(+), 7 deletions(-) diff --git a/contributing/development/core_and_modules/internal_rendering_architecture.rst b/contributing/development/core_and_modules/internal_rendering_architecture.rst index 0ab0a1bbb..9a7d5ed62 100644 --- a/contributing/development/core_and_modules/internal_rendering_architecture.rst +++ b/contributing/development/core_and_modules/internal_rendering_architecture.rst @@ -426,13 +426,7 @@ release. 2D light rendering is performed in a single pass to allow for better performance with large amounts of lights. -.. UPDATE: Planned feature. When Forward+ and Mobile feature 2D batching, -.. update this. - -The Forward+ and Mobile rendering methods don't feature 2D batching yet, but -it's planned for a future release. - -The Compatibility renderer features 2D batching to improve performance, which is +All rendering methods feature 2D batching to improve performance, which is especially noticeable with lots of text on screen. MSAA can be enabled in 2D to provide "automatic" line and polygon antialiasing,