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Merge pull request #11068 from belzecue/belzecue-patch-250629-paraboloid

Fix typos: 'parabolid' -> 'paraboloid'
Matthew 4 周之前
父節點
當前提交
0c9ce77560
共有 1 個文件被更改,包括 3 次插入3 次删除
  1. 3 3
      tutorials/3d/lights_and_shadows.rst

+ 3 - 3
tutorials/3d/lights_and_shadows.rst

@@ -296,9 +296,9 @@ Omni light shadow mapping is relatively straightforward. The main issue that
 needs to be considered is the algorithm used to render it.
 
 Omni Shadows can be rendered as either **Dual Paraboloid** or **Cube** mapped.
-**Dual Parabolid** renders quickly, but can cause deformations, while **Cube**
+**Dual Paraboloid** renders quickly, but can cause deformations, while **Cube**
 is more correct, but slower. The default is **Cube**, but consider changing it
-to **Dual Parabolid** for lights where it doesn't make much of a visual
+to **Dual Paraboloid** for lights where it doesn't make much of a visual
 difference.
 
 .. image:: img/lights_and_shadows_dual_parabolid_vs_cubemap.webp
@@ -348,7 +348,7 @@ Spot shadow mapping
 Spots feature the same parameters as omni lights for shadow mapping. Rendering
 spot shadow maps is significantly faster compared to omni lights, as only one
 shadow texture needs to be rendered (instead of rendering 6 faces, or 2 in dual
-parabolid mode).
+paraboloid mode).
 
 Spot lights with shadows enabled can make use of projectors. The projector
 texture will *multiply* the light's color by the color at a given point on the