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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 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
 :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 
        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
         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 
          :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
 
-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:
 
 - 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
 -------
 
-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
 ~~~~~~~~~~~~~~~~

+ 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).
 
-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
 
@@ -222,8 +221,7 @@ Grows the object vertices in the direction pointed by their normals:
 
 .. 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
 
@@ -240,8 +238,7 @@ This renders the object via the opaque pipeline which is faster and allows it to
 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
 ~~~~~~

+ 19 - 21
tutorials/viewports/viewports.rst

@@ -24,8 +24,8 @@ skybox.
 
 :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
 - Generating procedural textures at runtime
 - 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
 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
 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
 :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
-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
 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
 ------------------
 
-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
 
-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>`.
 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
 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.
-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
-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
 
 *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
 
 *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 
 
 *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
 -------------