; 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 _global_script_classes=[ ] _global_script_class_icons={ } [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 by using TextureRect to display the ViewportTexture delivered by the Viewport node. 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. ViewportContainer can also be used to display a viewport in a GUI, but it doesn't offer the ability to enable filtering." 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,"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,"unicode":0,"echo":false,"script":null) ] } [rendering] quality/driver/driver_name="GLES2" quality/intended_usage/framebuffer_allocation=3 environment/default_environment="res://default_env.tres"