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Misc fixes in "Introduction to 3D"

Andrew Conrad 9 years ago
parent
commit
e72a6c3d7d
1 changed files with 7 additions and 7 deletions
  1. 7 7
      tutorials/3d/introduction_to_3d.rst

+ 7 - 7
tutorials/3d/introduction_to_3d.rst

@@ -30,7 +30,7 @@ Spatial nodes have a local transform, which is relative to the parent
 node (as long as the parent node is also **or inherits** of type
 node (as long as the parent node is also **or inherits** of type
 Spatial). This transform can be accessed as a 4x3
 Spatial). This transform can be accessed as a 4x3
 :ref:`Transform <class_Transform>`, or as 3 :ref:`Vector3 <class_Vector3>`
 :ref:`Transform <class_Transform>`, or as 3 :ref:`Vector3 <class_Vector3>`
-members representing location, euler rotation (x,y and z angles) and
+members representing location, Euler rotation (x,y and z angles) and
 scale.
 scale.
 
 
 .. image:: /img/tuto_3d2.png
 .. image:: /img/tuto_3d2.png
@@ -102,7 +102,7 @@ Besides editing a scene, it is often common to edit the environment.
 Godot provides a :ref:`WorldEnvironment <class_WorldEnvironment>`
 Godot provides a :ref:`WorldEnvironment <class_WorldEnvironment>`
 node that allows changing the background color, mode (as in, put a
 node that allows changing the background color, mode (as in, put a
 skybox), and applying several types of built-in post-processing effects.
 skybox), and applying several types of built-in post-processing effects.
-Environments can also be overriden in the Camera.
+Environments can also be overridden in the Camera.
 
 
 3D viewport
 3D viewport
 ~~~~~~~~~~~
 ~~~~~~~~~~~
@@ -136,7 +136,7 @@ delicate areas such as rendering or physics. So, make sure your artists
 always work in the right scale!
 always work in the right scale!
 
 
 The Y coordinate is used for "up", though for most objects that need
 The Y coordinate is used for "up", though for most objects that need
-alignment (like lights, cameras, capsule collider, vehicle, etc), the Z
+alignment (like lights, cameras, capsule collider, vehicle, etc.), the Z
 axis is used as a "pointing towards" direction. This convention roughly
 axis is used as a "pointing towards" direction. This convention roughly
 means that:
 means that:
 
 
@@ -151,7 +151,7 @@ Moving objects in the 3D view is done through the manipulator gizmos.
 Each axis is represented by a color: Red, Green, Blue represent X,Y,Z
 Each axis is represented by a color: Red, Green, Blue represent X,Y,Z
 respectively. This convention applies to the grid and other gizmos too
 respectively. This convention applies to the grid and other gizmos too
 (and also to the shader language, ordering of components for
 (and also to the shader language, ordering of components for
-Vector3,Color,etc).
+Vector3,Color,etc.).
 
 
 .. image:: /img/tuto_3d5.png
 .. image:: /img/tuto_3d5.png
 
 
@@ -189,7 +189,7 @@ the settings menu:
 
 
 .. image:: /img/tuto_3d7.png
 .. image:: /img/tuto_3d7.png
 
 
-which opens this window, allowing to customize ambient light color and
+Which opens this window, allowing to customize ambient light color and
 default light direction:
 default light direction:
 
 
 .. image:: /img/tuto_3d9.png
 .. image:: /img/tuto_3d9.png
@@ -227,8 +227,8 @@ each viewport:
 Lights
 Lights
 ------
 ------
 
 
-There is no limitation on the number of lights and types in Godot. As
-many as desired can be added (as long as performance allows). Shadow
+There is no limitation on the number of lights nor of types of lights in
+Godot. As many as desired can be added (as long as performance allows). Shadow
 maps are, however, limited. The more they are used, the less the quality
 maps are, however, limited. The more they are used, the less the quality
 overall.
 overall.