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Small corrections to "Frequently asked questions"

Andrew Conrad 6 năm trước cách đây
mục cha
commit
d4358b5954
1 tập tin đã thay đổi với 7 bổ sung7 xóa
  1. 7 7
      about/faq.rst

+ 7 - 7
about/faq.rst

@@ -10,7 +10,7 @@ Godot is `Free and Open-Source Software <https://en.wikipedia.org/wiki/Free_and_
 
 
 In short:
 In short:
 
 
-* You are free to download and use Godot for any purpose, personal, non-profit, commercial, or otherwise;
+* You are free to download and use Godot for any purpose, personal, non-profit, commercial, or otherwise.
 * You are free to modify, distribute, redistribute, and remix Godot to your heart's content, for any reason, both non-commercially and commercially.
 * You are free to modify, distribute, redistribute, and remix Godot to your heart's content, for any reason, both non-commercially and commercially.
 
 
 All the contents of this accompanying documentation are published under
 All the contents of this accompanying documentation are published under
@@ -153,7 +153,7 @@ As of Godot 3.0, glTF is supported.
 FBX SDK has a `restrictive license <https://www.blender.org/bf/Autodesk_FBX_License.rtf>`_,
 FBX SDK has a `restrictive license <https://www.blender.org/bf/Autodesk_FBX_License.rtf>`_,
 that is incompatible with the `open license <https://opensource.org/licenses/MIT>`_
 that is incompatible with the `open license <https://opensource.org/licenses/MIT>`_
 provided by Godot. That being said, FBX support could still be provided by third parties
 provided by Godot. That being said, FBX support could still be provided by third parties
-as a plugin. (See Plugins question above.)
+as a plugin. (See Plugins question below.)
 
 
 Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?
 Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?
 -----------------------------------------------------------------------------
 -----------------------------------------------------------------------------
@@ -168,7 +168,7 @@ anyone else interested in adding those libraries as a module and shipping your
 game with them--as either open- or closed-source.
 game with them--as either open- or closed-source.
 
 
 To see how support for your SDK of choice could still be provided, look at the
 To see how support for your SDK of choice could still be provided, look at the
-Plugins question above.
+Plugins question below.
 
 
 If you know of a third-party SDK that is not supported by Godot but that offers
 If you know of a third-party SDK that is not supported by Godot but that offers
 free and open-source integration, consider starting the integration work yourself.
 free and open-source integration, consider starting the integration work yourself.
@@ -198,14 +198,14 @@ This is mostly needed for 2D, as in 3D it's just a matter of Camera XFov or YFov
    resolution, the larger your assets, the more memory they will take
    resolution, the larger your assets, the more memory they will take
    and the longer the time it will take for loading.
    and the longer the time it will take for loading.
 
 
-2. Use the stretch options in Godot, 2D stretching with keeping aspect
-   works best. Check the :ref:`doc_multiple_resolutions` tutorial
+2. Use the stretch options in Godot; 2D stretching while keeping aspect
+   ratios works best. Check the :ref:`doc_multiple_resolutions` tutorial
    on how to achieve this.
    on how to achieve this.
 
 
 3. Determine a minimum resolution and then decide if you want your game
 3. Determine a minimum resolution and then decide if you want your game
    to stretch vertically or horizontally for different aspect ratios, or
    to stretch vertically or horizontally for different aspect ratios, or
-   whether there is a minimum one and you want black bars to appear
-   instead. This is also explained in the previous step.
+   if there is one aspect ratio and you want black bars to appear
+   instead. This is also explained in :ref:`doc_multiple_resolutions`.
 
 
 4. For user interfaces, use the :ref:`anchoring <doc_size_and_anchors>`
 4. For user interfaces, use the :ref:`anchoring <doc_size_and_anchors>`
    to determine where controls should stay and move. If UIs are more
    to determine where controls should stay and move. If UIs are more