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Add notes on color/depth buffer formats in Internal rendering architecture (#7410)
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contributing/development/core_and_modules/internal_rendering_architecture.rst

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@@ -368,6 +368,12 @@ this.
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in :abbr:`LDR (Low Dynamic Range)` sRGB-space while 3D rendering uses
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:abbr:`HDR (High Dynamic Range)` linear space.
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The color format used for 2D rendering is RGB8 (RGBA8 if the **Transparent**
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property on the Viewport is enabled). 3D rendering uses a 24-bit unsigned
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normalized integer depth buffer, or 32-bit signed floating-point if a 24-bit
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depth buffer is not supported by the hardware. 2D rendering does not use a depth
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buffer.
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3D resolution scaling is performed differently depending on whether bilinear or
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FSR 1.0 scaling is used. When bilinear scaling is used, no special upscaling
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shader is run. Instead, the viewport's texture is stretched and displayed with a

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