Browse Source

Spelling: Various fixes

Allan Nordhøy 7 years ago
parent
commit
eb6bdf40e1

+ 9 - 9
development/file_formats/tscn.rst

@@ -63,7 +63,7 @@ so on. For example, a spatial node looks like:
 The Scene Tree
 The Scene Tree
 --------------
 --------------
 
 
-The scene tree is made up of ... nodes! The heading of each node consists of
+The scene tree is made up of... nodes! The heading of each node consists of
 it's name, parent and (most of the time) a type. For example
 it's name, parent and (most of the time) a type. For example
 :code:`[node type="Camera" name="PlayerCamera" parent="Player/Head"]`
 :code:`[node type="Camera" name="PlayerCamera" parent="Player/Head"]`
 
 
@@ -325,16 +325,16 @@ TSCN support two format of surface,
     i) :code:`primitive` is an enumerate variable, :code:`primitive=4` which is 
     i) :code:`primitive` is an enumerate variable, :code:`primitive=4` which is 
        PRIMITIVE_TRIANGLES is frequently used.
        PRIMITIVE_TRIANGLES is frequently used.
 
 
-    ii) :code:`arrays` as name suggests is an array of array, it contains:
+    ii) :code:`arrays` as the name suggests is an array of array, it contains:
 
 
-        1) a array of vertex position
-        2) tangents array
-        3) vertex color array
+        1) An array of vertex position
+        2) Tangents array
+        3) Vertex color array
         4) UV array 1
         4) UV array 1
         5) UV array 2
         5) UV array 2
-        6) bone index array
-        7) bone weight array
-        8) vertex index array
+        6) Bone index array
+        7) Bone weight array
+        8) Vertex index array
 
 
     iii) :code:`morph_arrays` is an array of morph, each morph is exactly an 
     iii) :code:`morph_arrays` is an array of morph, each morph is exactly an 
          :code:`arrays` without vertex index array.
          :code:`arrays` without vertex index array.
@@ -372,7 +372,7 @@ An animation resource consists of tracks. Besides, it has 'length', 'loop' and
 
 
 1) :code:`length` and :code:`step` are both time in seconds
 1) :code:`length` and :code:`step` are both time in seconds
 
 
-Each track is described by a list of key, value pair in the format :code:`tracks/Id/Attribute`,
+Each track is described by a list of (key, value) pairs in the format :code:`tracks/Id/Attribute`,
 it includes:
 it includes:
 
 
 - type
 - type

+ 1 - 1
getting_started/workflow/assets/importing_images.rst

@@ -126,7 +126,7 @@ When set to "Detect" mode, the texture will be marked as SRGB when used in albed
 Process
 Process
 -------
 -------
 
 
-Some special processes can be applied to images when imported as texture.
+Some special processes can be applied to images when imported as textures.
 
 
 Fix Alpha Border
 Fix Alpha Border
 ~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~

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

@@ -46,8 +46,7 @@ Unshaded
 
 
 In most cases, it is common for materials to be affected by lighting (shaded).
 In most cases, it is common for materials to be affected by lighting (shaded).
 
 
-Sometimes, however, one might want to show just the albedo (color) and ignore the rest. Toggling this flag on will remove all
-shading and show pure, unlit, color.
+Sometimes, however, one might want to show just the albedo (color) and ignore the rest. Toggling this flag on will remove all shading and show pure, unlit, color.
 
 
 .. image:: img/spatial_material26.png
 .. image:: img/spatial_material26.png
 
 
@@ -222,8 +221,7 @@ Grows the object vertices in the direction pointed by their normals:
 
 
 .. image:: img/spatial_material10.png
 .. image:: img/spatial_material10.png
 
 
-This is commonly used to create cheap outlines. Add a second material pass, make it black and unshaded, reverse culling (Cull Front), and
-add some grow:
+This is commonly used to create cheap outlines. Add a second material pass, make it black and unshaded, reverse culling (Cull Front), and add some grow:
 
 
 .. image:: img/spatial_material11.png
 .. image:: img/spatial_material11.png
 
 
@@ -240,8 +238,7 @@ This renders the object via the opaque pipeline which is faster and allows it to
 Material colors, maps and channels
 Material colors, maps and channels
 ----------------------------------
 ----------------------------------
 
 
-Besides the parameters, what defines materials themselves are the colors, textures and channels. Godot supports a extensive list
-of them. They will be described in detail below:
+Besides the parameters, what defines materials themselves are the colors, textures and channels. Godot supports a extensive list of them. They will be described in detail below:
 
 
 Albedo
 Albedo
 ~~~~~~
 ~~~~~~

+ 19 - 21
tutorials/viewports/viewports.rst

@@ -24,8 +24,8 @@ skybox.
 
 
 :ref:`Viewports <class_Viewport>` have a variety of use cases including: 
 :ref:`Viewports <class_Viewport>` have a variety of use cases including: 
 
 
-- Rendering 3d objects within a 2d game
-- Rendering 2d elements in a 3d game
+- Rendering 3D objects within a 2D game
+- Rendering 2D elements in a 3D game
 - Rendering dynamic textures
 - Rendering dynamic textures
 - Generating procedural textures at runtime
 - Generating procedural textures at runtime
 - Rendering multiple cameras in the same scene 
 - Rendering multiple cameras in the same scene 
@@ -68,9 +68,9 @@ following hierarchy:
 
 
 CameraA will display on the Root :ref:`Viewport <class_Viewport>` and it will draw MeshA. CameraB
 CameraA will display on the Root :ref:`Viewport <class_Viewport>` and it will draw MeshA. CameraB
 will be captured by the :ref:`Viewport <class_Viewport>` Node along with MeshB. Even though MeshB is in the scene 
 will be captured by the :ref:`Viewport <class_Viewport>` Node along with MeshB. Even though MeshB is in the scene 
-heirarchy, it will still not be drawn to the Root :ref:`Viewport <class_Viewport>`. Similarly MeshA will not
-be visible from the :ref:`Viewport <class_Viewport>` node because :ref:`Viewport <class_Viewport>` nodes only capture nodes below them
-in the heirarchy.
+hierarchy, it will still not be drawn to the Root :ref:`Viewport <class_Viewport>`. Similarly MeshA will not
+be visible from the :ref:`Viewport <class_Viewport>` node because :ref:`Viewport <class_Viewport>` nodes only
+capture nodes below them in the hierarchy.
 
 
 There can only be one active camera per :ref:`Viewport <class_Viewport>`, so if there is more
 There can only be one active camera per :ref:`Viewport <class_Viewport>`, so if there is more
 than one, make sure that the desired one has the "current" property set,
 than one, make sure that the desired one has the "current" property set,
@@ -111,7 +111,7 @@ be set in a :ref:`Viewport <class_Viewport>` using the "world" property, and tha
 all children nodes of that :ref:`Viewport <class_Viewport>` from interacting with the parent
 all children nodes of that :ref:`Viewport <class_Viewport>` from interacting with the parent
 :ref:`Viewport's <class_Viewport>` :ref:`World <class_World>`. This is especially useful in scenarios where, for
 :ref:`Viewport's <class_Viewport>` :ref:`World <class_World>`. This is especially useful in scenarios where, for
 example, you might want to show a separate character in 3D imposed over
 example, you might want to show a separate character in 3D imposed over
-the game (like in Starcraft).
+the game (like in StarCraft).
 
 
 As a helper for situations where you want to create :ref:`Viewports <class_Viewport>` that
 As a helper for situations where you want to create :ref:`Viewports <class_Viewport>` that
 display single objects and don't want to create a :ref:`World <class_World>`, :ref:`Viewport <class_Viewport>` has
 display single objects and don't want to create a :ref:`World <class_World>`, :ref:`Viewport <class_Viewport>` has
@@ -162,12 +162,11 @@ check out the `Screen Capture example <https://github.com/godotengine/godot-demo
 Viewport Container
 Viewport Container
 ------------------
 ------------------
 
 
-If the :ref:`Viewport <class_Viewport>` is a child of a :ref:`ViewportContainer <class_viewportcontainer>`, it will become active and
-display anything it has inside. The layout looks like this:
+If the :ref:`Viewport <class_Viewport>` is a child of a :ref:`ViewportContainer <class_viewportcontainer>`, it will become active and display anything it has inside. The layout looks like this:
 
 
 .. image:: img/container.png
 .. image:: img/container.png
 
 
-The :ref:`Viewport <class_Viewport>` will cover the area of its parent :ref:`ViewportContainer <class_viewportcontainer>` completely 
+The :ref:`Viewport <class_Viewport>` will cover the area of its parent :ref:`ViewportContainer <class_viewportcontainer>` completely
 if stretch is set to true in :ref:`ViewportContainer <class_viewportcontainer>`.
 if stretch is set to true in :ref:`ViewportContainer <class_viewportcontainer>`.
 Note: The size of the :ref:`ViewportContainer <class_viewportcontainer>` cannot be smaller than the size of the :ref:`Viewport <class_Viewport>`.
 Note: The size of the :ref:`ViewportContainer <class_viewportcontainer>` cannot be smaller than the size of the :ref:`Viewport <class_Viewport>`.
 
 
@@ -177,36 +176,35 @@ Rendering
 Due to the fact that the :ref:`Viewport <class_Viewport>` is an entryway into another rendering surface, it exposes a few
 Due to the fact that the :ref:`Viewport <class_Viewport>` is an entryway into another rendering surface, it exposes a few
 rendering properties that can be different from the project settings. The first is MSAA, you can
 rendering properties that can be different from the project settings. The first is MSAA, you can
 choose to use a different level of MSAA for each :ref:`Viewport <class_Viewport>`, the default behavior is DISABLED.
 choose to use a different level of MSAA for each :ref:`Viewport <class_Viewport>`, the default behavior is DISABLED.
-You can also set the :ref:`Viewport <class_Viewport>` to use HDR, HDR is very useful for when you want to store values in the
-texture that are outside the range 0.0 - 1.0. 
+You can also set the :ref:`Viewport <class_Viewport>` to use HDR, HDR is very useful for when you want to store values in the texture that are outside the range 0.0 - 1.0.
 
 
 If you know how the :ref:`Viewport <class_Viewport>` is going to be used, you can set its Usage to either 3D or 2D. Godot will then
 If you know how the :ref:`Viewport <class_Viewport>` is going to be used, you can set its Usage to either 3D or 2D. Godot will then
-restrict how the :ref:`Viewport <class_Viewport>` is drawn to in accordance with your choice, default is 3D. 
+restrict how the :ref:`Viewport <class_Viewport>` is drawn to in accordance with your choice, default is 3D.
 
 
-Godot also provides a way of customizing how everything is drawn inside :ref:`Viewports <class_Viewport>` using “Debug Draw”. 
-Debug Draw allows you to specify one of four options for how the :ref:`Viewport <class_Viewport>` will display things drawn 
-inside it. Debug Draw is disabled by default. 
+Godot also provides a way of customizing how everything is drawn inside :ref:`Viewports <class_Viewport>` using “Debug Draw”.
+Debug Draw allows you to specify one of four options for how the :ref:`Viewport <class_Viewport>` will display things drawn
+inside it. Debug Draw is disabled by default.
 
 
 .. image:: img/default_scene.png
 .. image:: img/default_scene.png
 
 
 *A scene drawn with Debug Draw disabled*
 *A scene drawn with Debug Draw disabled*
 
 
-The other three options are Unshaded, Overdraw, and Wireframe. Unshaded draws the scene 
-without using lighting information so all the objects appear flatly colored the color of 
-their albedo. 
+The other three options are Unshaded, Overdraw, and Wireframe. Unshaded draws the scene
+without using lighting information so all the objects appear flatly colored the color of
+their albedo.
 
 
 .. image:: img/unshaded.png
 .. image:: img/unshaded.png
 
 
 *The same scene with Debug Draw set to Unshaded*
 *The same scene with Debug Draw set to Unshaded*
 
 
-Overdraw draws the meshes semi-transparent with an additive blend so you can see how the meshes overlap. 
+Overdraw draws the meshes semi-transparent with an additive blend so you can see how the meshes overlap.
 
 
 .. image:: img/overdraw.png 
 .. image:: img/overdraw.png 
 
 
 *The same scene with Debug Draw set to Overdraw*
 *The same scene with Debug Draw set to Overdraw*
 
 
-Lastly, Wireframe draws the scene using only the edges of triangles in the meshes. NOTE: as of the 
-writing of this (v3.0.2) wireframe is broken and currently just renders the scene normally.
+Lastly, Wireframe draws the scene using only the edges of triangles in the meshes. NOTE: As of
+this writing (v3.0.2), wireframe mode is not functional and currently renders the scene normally.
 
 
 Render target
 Render target
 -------------
 -------------