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Merge pull request #99 from her001/fixedmat

Spelling corrections in "Fixed materials"
Rémi Verschelde 9 years ago
parent
commit
5e5bdd0061
1 changed files with 4 additions and 4 deletions
  1. 4 4
      tutorials/3d/fixed_materials.rst

+ 4 - 4
tutorials/3d/fixed_materials.rst

@@ -104,7 +104,7 @@ Regular shader materials allow custom lighting code. Fixed materials
 come with four predefined shader types:
 come with four predefined shader types:
 
 
 -  **Lambert**: The standard diffuse light, where the amount of light is
 -  **Lambert**: The standard diffuse light, where the amount of light is
-   proportional to the angle with the light emissor.
+   proportional to the angle from the light emitter.
 -  **Wrap**: A variation on Lambert, where the "coverage" of the light
 -  **Wrap**: A variation on Lambert, where the "coverage" of the light
    can be changed. This is useful for many types of materials such as
    can be changed. This is useful for many types of materials such as
    wood, clay, hair, etc.
    wood, clay, hair, etc.
@@ -127,8 +127,8 @@ added together, here's an example of what detail textures are for:
 Normal depth
 Normal depth
 ~~~~~~~~~~~~
 ~~~~~~~~~~~~
 
 
-Normal depth controls the inensity of the normal-mapping as well as the
-direction. On 1 (the default) normalmapping applies normaly, on -1 the
+Normal depth controls the intensity of the normal-mapping as well as the
+direction. On 1 (the default) normalmapping applies normally, on -1 the
 map is inverted and on 0 is disabled. Intermediate or greater values are
 map is inverted and on 0 is disabled. Intermediate or greater values are
 accepted. Here's how it's supposed to look:
 accepted. Here's how it's supposed to look:
 
 
@@ -147,7 +147,7 @@ Blend mode
 ~~~~~~~~~~
 ~~~~~~~~~~
 
 
 Objects are usually blended in Mix mode. Other blend modes (Add and Sub)
 Objects are usually blended in Mix mode. Other blend modes (Add and Sub)
-exist for special cases (usually particle effects, light rays, etc) but
+exist for special cases (usually particle effects, light rays, etc.) but
 materials can be set to them:
 materials can be set to them:
 
 
 .. image:: /img/fixed_material_blend.png
 .. image:: /img/fixed_material_blend.png