Browse Source

Documentation fixes.

Lasse Öörni 14 years ago
parent
commit
f67165bcf3
1 changed files with 3 additions and 3 deletions
  1. 3 3
      Docs/Reference.dox

+ 3 - 3
Docs/Reference.dox

@@ -374,8 +374,8 @@ Screen resolution, fullscreen/windowed, vertical sync, forward/deferred mode, an
 When setting the initial screen mode, Graphics does a few checks:
 
 - For Direct3D9, the supported shader model is checked. 2.0 is minimum, but 3.0 will be used if available. %Shader model 2.0 can be forced by calling \ref Graphics::SetForceSM2() "SetForceSM2()" before calling SetMode() for the first time.
-- For OpenGL, version 2.0 with EXT_framebuffer_object and EXT_packed_depth_stencil is checked for.
-- Are multiple render targets supported? If not, a fallback mode for deferred rendering (use 2 passes for the G-buffer, do not render specular lighting) is chosen.
+- For OpenGL, version 2.0 with EXT_framebuffer_object and EXT_packed_depth_stencil extensions is checked for.
+- Are multiple render targets supported? If not, deferred rendering will use a fallback mode, which renders the G-buffer in 2 passes with specular lighting disabled.
 - Are hardware shadow maps supported? Both ATI & NVIDIA style shadow maps can be used. If neither are available, a fallback mode with non-filtered shadows will be chosen instead.
 
 \section Rendering_Renderer Renderer
@@ -552,7 +552,7 @@ Additionally, there exist shadow fade distance, shadow intensity, shadow resolut
 
 - The shadow near/far ratio controls shadow camera near clip distance for point & spot lights. The default ratio is 0.002, which means a light with range 100 would have its shadow camera near plane set at the distance of 0.2. Set this as high as you can for better shadow depth resolution, but note that the bias parameters will likely have to be adjusted as well.
 
-Finally, there are global settings for the shadow map base resolution and shadow map depth (16 or 24 bit) & filtering quality (1 or 4 samples) in Renderer. 
+Finally, there are global settings for the shadow map base resolution and shadow map depth (16 or 24 bit) & filtering quality (1 or 4 samples) in Renderer.
 
 \section Lights_ShadowMapReuse Shadow map reuse