diff --git a/tutorials/viewports/viewports.rst b/tutorials/viewports/viewports.rst index 49cec0c48..2df91a1b2 100644 --- a/tutorials/viewports/viewports.rst +++ b/tutorials/viewports/viewports.rst @@ -180,6 +180,12 @@ You can also set the :ref:`Viewport ` to use HDR, HDR is very us If you know how the :ref:`Viewport ` is going to be used, you can set its Usage to either 3D or 2D. Godot will then restrict how the :ref:`Viewport ` is drawn to in accordance with your choice; default is 3D. +The 2D usage mode is slightly faster and uses less memory compared to the 3D one. It's a good idea to set the :ref:`Viewport `'s Usage property to 2D if your viewport doesn't render anything in 3D. + +.. note:: + + If you need to render 3D shadows in the viewport, make sure to set the viewport's *Shadow Atlas Size* property to a value higher than 0. + Otherwise, shadows won't be rendered. For reference, the Project Settings define it to 4096 by default. Godot also provides a way of customizing how everything is drawn inside :ref:`Viewports ` using “Debug Draw”. Debug Draw allows you to specify one of four options for how the :ref:`Viewport ` will display things drawn @@ -203,8 +209,11 @@ Overdraw draws the meshes semi-transparent with an additive blend so you can see *The same scene with Debug Draw set to Overdraw* -Lastly, Wireframe draws the scene using only the edges of triangles in the meshes. NOTE: As of -this writing (v3.0.2), wireframe mode is not functional and currently renders the scene normally. +Lastly, Wireframe draws the scene using only the edges of triangles in the meshes. + +.. note:: + + The effects of the Wireframe mode are only visible in the editor, not while the project is running. Render target -------------