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@@ -81,14 +81,14 @@ approximately in a point.
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.. image:: /img/light_omni.png
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In reality, the attenuation of omni light is proportional to the squared distance
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-from the point source. This can be easily understood if you imagine a sqhere around
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+from the point source. This can be easily understood if you imagine a sphere around
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the omni light with a certain radius. No matter how large the sphere is, the number
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of rays passing through it is always the same. If the radius of the sphere is doubled,
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the area of the sphere increases by four. In other words, the density of rays
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-(the number of rays per squere area) decreases quadratically with the distance.
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+(the number of rays per square area) decreases quadratically with the distance.
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Inverse-quadratic attenuation curves are inconvenient for artists: they
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-never reach zero and have almost intinitely large values near the emitter.
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+never reach zero and have almost infinitely large values near the emitter.
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So Godot simulates omni light with an artist-controlled exponential curve
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instead.
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@@ -119,4 +119,4 @@ Baked light
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Baked light stands for pre-computed ambient light. It can serve multiple
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purposes, such as baking light emitters that are not going to be used in
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real-time, and baking light bounces from real-time lights to add more
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-realism to a scene (see Baked Light]] tutorial for more information).
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+realism to a scene (see :ref:`doc_light_baking` tutorial for more information).
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