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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2023-02-03 12:33:17 +0100 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2023-02-13 22:17:02 +0100 |
commit | 42b7739321c97bde45648b82d5e8e358a4ab2354 (patch) | |
tree | 3813475dfa40ede3a532fccb676ef7a780d50a61 /doc/classes/TextureLayered.xml | |
parent | 853c36ca0b6a4b8982215115b1fb1b62b58f2d98 (diff) | |
download | redot-engine-42b7739321c97bde45648b82d5e8e358a4ab2354.tar.gz |
Document unsupported features in Mobile and Compatibility rendering methods
Diffstat (limited to 'doc/classes/TextureLayered.xml')
-rw-r--r-- | doc/classes/TextureLayered.xml | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/TextureLayered.xml b/doc/classes/TextureLayered.xml index 8f6dff7acf..7a0940edd4 100644 --- a/doc/classes/TextureLayered.xml +++ b/doc/classes/TextureLayered.xml @@ -8,7 +8,7 @@ Data is set on a per-layer basis. For [Texture2DArray]s, the layer specifies the array layer. All images need to have the same width, height and number of mipmap levels. A [TextureLayered] can be loaded with [method ResourceLoader.load]. - Internally, Godot maps these files to their respective counterparts in the target rendering driver (Vulkan, GLES3). + Internally, Godot maps these files to their respective counterparts in the target rendering driver (Vulkan, OpenGL3). </description> <tutorials> </tutorials> |