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Merge pull request #1332 from MohamedAlFahim/patch-2

Small grammar fixes + spelling fix
Max Hilbrunner 7 years ago
parent
commit
6412c7d77a
1 changed files with 6 additions and 6 deletions
  1. 6 6
      tutorials/3d/3d_performance_and_limitations.rst

+ 6 - 6
tutorials/3d/3d_performance_and_limitations.rst

@@ -16,7 +16,7 @@ usability and flexibility. Some practical examples of this are:
    makes rendering less efficient, but at the same time less objects are
    makes rendering less efficient, but at the same time less objects are
    rendered, so efficiency overall improves.
    rendered, so efficiency overall improves.
 -  Configuring the properties of every material for every object that
 -  Configuring the properties of every material for every object that
-   needs to be renderer is also slow. To solve this, objects are sorted
+   needs to be rendered is also slow. To solve this, objects are sorted
    by material to reduce the costs, but at the same time sorting has a
    by material to reduce the costs, but at the same time sorting has a
    cost.
    cost.
 -  In 3D physics a similar situation happens. The best algorithms to
 -  In 3D physics a similar situation happens. The best algorithms to
@@ -47,7 +47,7 @@ so this section will have a list of tips.
 Reuse shaders and materials
 Reuse shaders and materials
 ---------------------------
 ---------------------------
 
 
-Godot renderer is a little different to what is out there. It's designed
+The Godot renderer is a little different to what is out there. It's designed
 to minimize GPU state changes as much as possible.
 to minimize GPU state changes as much as possible.
 :ref:`class_SpatialMaterial`
 :ref:`class_SpatialMaterial`
 does a good job at reusing materials that need similar shaders but, if
 does a good job at reusing materials that need similar shaders but, if
@@ -70,11 +70,11 @@ fast.
 Pixels cost vs vertex cost
 Pixels cost vs vertex cost
 --------------------------
 --------------------------
 
 
-It is a common thought that the lower the polygons in a model, the
+It is a common thought that the lower the number of polygons in a model, the
 faster it will be rendered. This is *really* relative and depends on
 faster it will be rendered. This is *really* relative and depends on
 many factors.
 many factors.
 
 
-On a modern PC and consoles, vertex cost is low. Very low. GPUs
+On a modern PC and console, vertex cost is low. Very low. GPUs
 originally only rendered triangles, so all the vertices:
 originally only rendered triangles, so all the vertices:
 
 
 1. Had to be transformed by the CPU (including clipping).
 1. Had to be transformed by the CPU (including clipping).
@@ -162,7 +162,7 @@ Level of detail (LOD)
 ---------------------
 ---------------------
 
 
 As also mentioned before, using objects with less vertices can improve
 As also mentioned before, using objects with less vertices can improve
-performance in some cases. Godot has a very simple system to use level
+performance in some cases. Godot has a very simple system to change level
 of detail,
 of detail,
 :ref:`GeometryInstance <class_GeometryInstance>`
 :ref:`GeometryInstance <class_GeometryInstance>`
 based objects have a visibility range that can be defined. Having
 based objects have a visibility range that can be defined. Having
@@ -173,7 +173,7 @@ Use instancing (MultiMesh)
 
 
 If several identical objects have to be drawn in the same place or
 If several identical objects have to be drawn in the same place or
 nearby, try using :ref:`MultiMesh <class_MultiMesh>`
 nearby, try using :ref:`MultiMesh <class_MultiMesh>`
-instead. MultiMesh allows drawing of dozens of thousands of objects at
+instead. MultiMesh allows the drawing of dozens of thousands of objects at
 very little performance cost, making it ideal for flocks, grass,
 very little performance cost, making it ideal for flocks, grass,
 particles, etc.
 particles, etc.