diff --git a/tutorials/3d/environment_and_post_processing.rst b/tutorials/3d/environment_and_post_processing.rst index 18092f5818d..5f4a64ba0bc 100644 --- a/tutorials/3d/environment_and_post_processing.rst +++ b/tutorials/3d/environment_and_post_processing.rst @@ -646,6 +646,17 @@ There are 2 main use cases for a glow map texture: .. image:: img/environment_glow_map.webp +By default, glow uses a bicubic scaling filter on desktop platforms and a +bilinear scaling filter on mobile platforms. The bicubic scaling filter results +in higher quality with a less blocky appearance, but it has a performance cost +on the GPU which can be significant on integrated graphics. +The scale mode can be controlled using the +**Rendering > Environment > Glow > Upscale Mode** project setting. +This setting is only effective when using the Forward+ or Mobile renderers, +as Compatibility uses a different glow implementation. + +.. image:: img/environment_and_post_processing_glow_scale_mode.webp + .. _doc_environment_and_post_processing_using_glow_in_2d: Using glow in 2D diff --git a/tutorials/3d/img/environment_and_post_processing_glow_scale_mode.webp b/tutorials/3d/img/environment_and_post_processing_glow_scale_mode.webp new file mode 100644 index 00000000000..b2431f32364 Binary files /dev/null and b/tutorials/3d/img/environment_and_post_processing_glow_scale_mode.webp differ