From cc400a25a8fc4891adc2f2b7125e7bb0e1c94028 Mon Sep 17 00:00:00 2001 From: Tim Cabbage Date: Thu, 12 Oct 2023 22:46:27 +0200 Subject: [PATCH] Remove reference to a script that was designed for godot v3 and crashed in v4 Instead instructed the user that the desired scaling option is available since version 4.2 --- tutorials/rendering/multiple_resolutions.rst | 6 ++---- 1 file changed, 2 insertions(+), 4 deletions(-) diff --git a/tutorials/rendering/multiple_resolutions.rst b/tutorials/rendering/multiple_resolutions.rst index 0038c8019ad..575933a428c 100644 --- a/tutorials/rendering/multiple_resolutions.rst +++ b/tutorials/rendering/multiple_resolutions.rst @@ -324,10 +324,8 @@ Desktop game viewport, you should use the ``canvas_items`` stretch mode instead of the ``viewport`` stretch mode. - Godot currently doesn't have a way to enforce integer scaling when using the - ``canvas_items`` or ``viewport`` stretch mode, which means pixel art may look bad if the - final window size is not a multiple of the base window size. - To fix this, use an add-on such as the `Integer Resolution Handler `__. + Godot has an integer scaling mode since version 4.2, in previous versions, a + technique using a subviewport was best used. Mobile game in landscape mode ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^