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authorHugo Locurcio <hugo.locurcio@hugo.pro>2023-02-03 12:33:17 +0100
committerHugo Locurcio <hugo.locurcio@hugo.pro>2023-02-13 22:17:02 +0100
commit42b7739321c97bde45648b82d5e8e358a4ab2354 (patch)
tree3813475dfa40ede3a532fccb676ef7a780d50a61 /doc/classes/TextureLayered.xml
parent853c36ca0b6a4b8982215115b1fb1b62b58f2d98 (diff)
downloadredot-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.xml2
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>