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authorSabs, like Sobs <57574500+sabslikesobs@users.noreply.github.com>2024-02-17 17:59:22 +0000
committerSabs, like Sobs <57574500+sabslikesobs@users.noreply.github.com>2024-02-17 23:40:53 +0000
commit3475156ae35ef95b299f872aeb9d3a73efb14fa3 (patch)
treec1090bea5b382e4a0d1159c8810edaf139a477cc /servers/rendering/renderer_canvas_cull.cpp
parent8f0c20ee8d5564d4a8131deb4d5341b60edbcff8 (diff)
downloadredot-engine-3475156ae35ef95b299f872aeb9d3a73efb14fa3.tar.gz
Expose pixel snapping settings add pixel-art notes
This small in-engine documentation change aims to make it easier to discover ways to handle pixel art aesthetics. - I have moved 2D pixel snapping settings out of "Advanced." This now matches other pixel-art-friendly settings for GUI Snapping and Default Texture filtering. - I've added notes to the project settings and Sprite/AnimatedSprite sources to hint users towards better understanding of why pixelated sprites may not work correctly and what to do about it. This should help users make informed decisions for their needs. Context: Proper handling of pixel art in Godot is routinely frustrating for new users: I, like others, assumed that Godot would act on pixels, not subpixels, when I was working a pixel art game. I was confused when my interpolations would appear blurry, and when pixel textures would be distorted for no apparent reason (this was because of centering). I had naively thought that setting Linear interpolation would be the single "it's a pixel art game" toggle, but that only hid the underlying issues until later. I had no idea there was a snap-to-pixel option because it was hidden in the Advanced options, since my default assumption was that a pixel art game would want no subpixels at all. Some references for the frustration: - https://github.com/godotengine/godot/issues/82696 - https://www.reddit.com/r/godot/comments/fah25e/best_way_to_achieve_pixel_perfect_rendering/ - https://shaggydev.com/2021/09/21/project-setup-for-pixel-art/
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