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Improve clarity in Multiple Resolutions doc

Open michaelgundlach opened this issue 1 year ago • 1 comments

I tried to make this doc page clearer and remove bugs, because I find it hard to understand as is.

  • The resizing discussion mixed talking about resizing to fit a screen and resizing to fit a window. Because the animated gifs do a great job of demonstrating the Stretch Mode differences using resizing of windows, I changed most "screen" references to "window" references.

  • Replaced the word "display" with "screen" in most cases, as it's an unneeded synonym that made me wonder if there was a difference.

  • Corrected several instances of referring to the viewport width and height settings as window width and height, or base window width and base window height.

  • Standardized referring to "base size" in most places instead of sometimes referring to "viewport size" or to "base window size".

  • Fleshed out the description of Canvas Item vs Viewport stretch mode. Maybe I made it worse, but I had to go onto reddit to find a clearer description than what existed. What clicked for me was a reddit summary saying "Canvas Items first scales the images, and then renders them. Viewport renders the images, and then scales them." I was then able to (hopefully!) clarify the mode descriptions.

  • Replaced Keep Height description with basically "like Keep Width but for height", rather than making the user check the copy-and-modified description vs Keep Width's for differences.

  • Asserted that Stretch Mode=Viewport completely avoids scaling artifacts when Stretch Scale Mode is set to Integer. If I'm wrong, please let me know. It's still not clear to me why the Stretch Mode=Viewport example animated gif never looks fuzzy, assuming the author recorded it using Stretch Scale Mode=Fractional, since the Stretch Scale Mode section seems to imply that random resizing of small resolution sprites should cause artifacts unless Stretch Scale Mode=Integer.

  • Applied style guide to some long lines.

I may have introduced bugs due to not perfectly understanding the subject matter, and am happy to revise further if you explain what I got wrong.

michaelgundlach avatar Sep 01 '24 19:09 michaelgundlach

Related to #74830 perhaps?

The-Cyber-Captain avatar Sep 30 '24 17:09 The-Cyber-Captain

Probably. I tried building the engine with branch 4.3, which seems to have that cherry-picked fix, but it crashes on opening, so I can't really test it.

CantyCanadian avatar Sep 30 '24 18:09 CantyCanadian