pandemonium_demo_projects/viewport/3d_scaling/project.godot

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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=4
[application]
config/name="3D Viewport Scaling"
config/description="This demo shows how to scale the 3D viewport rendering without affecting 2D
elements such as the HUD. It also demonstrates how to toggle filtering on a
viewport. This technique can be useful in 2D games as well. For instance, it can
be used to have a \"pixel art\" viewport for the main game area and a
non-pixel-art viewport for HUD elements."
run/main_scene="res://hud.tscn"
config/icon="res://icon.png"
[display]
window/dpi/allow_hidpi=true
window/stretch/mode="2d"
window/stretch/aspect="expand"
[input]
cycle_viewport_resolution={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":32,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
]
}
toggle_filtering={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777221,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
]
}
[rendering]
quality/driver/driver_name="GLES2"
quality/intended_usage/framebuffer_allocation=3
vram_compression/import_etc=true
vram_compression/import_etc2=false
environment/default_environment="res://default_env.tres"