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Standardize names for the rendering methods / renderers #10139
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Fully agree. Also, rendering backend should be reserved for talking about Vulkan, D3D12, or Metal Renderer and rendering method are interchangable. Renderer is the more friendly term, but wasn't a good fit for internal stuff. For docs, "renderer" should be preferred. |
The engine calls it "rendering driver" so I would stick to that instead, and avoid "backend" for this purpose entirely. However, "backend" is suitable in the expression "RenderingDevice backend", e.g. "Compatibility does not run on the RenderingDevice backend". |
Does this sound right: The Renderers page (which will likely eventually become a section, not a single page) should perhaps have a short paragraph with the differences between "renderer/rendering method", "rendering driver", and maybe "rendering backend". |
Yes 🙂 |
Your Godot version:
4.4 dev
Issue description:
This issue mostly affects the docs, but there may be a few in-engine error and description also affected. Note that this is not proposing changes to any engine code, only docs and potentially some user-facing engine strings.
The naming of the rendering methods / renderers is currently nonstandardized in two ways:
These two nonstandard terms are multiplicative. There are instances of "Forward+ renderer", "Forward+ rendering method", and "Forward Plus rendering backend".
Proposal:
Standardize on the following:
+
is not a valid symbol."Renderer" is used over the alternatives because it is shorter.
The names for the renderers are used over the alternatives because those are the names always visible in the editor in the upper-right corner.
URL to the documentation page (if already existing):
Many places in the manual and class ref.
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