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Björn Ritzl 6 ay önce
ebeveyn
işleme
ea2c856740
2 değiştirilmiş dosya ile 4 ekleme ve 4 silme
  1. 2 2
      docs/en/manuals/material.md
  2. 2 2
      docs/en/manuals/profiling.md

+ 2 - 2
docs/en/manuals/material.md

@@ -28,10 +28,10 @@ Name
 : The identity of the material. This name is used to list the material in the *Render* resource to include it in the build. The name is also used in the render API function `render.enable_material()`. The name should be unique.
 
 Vertex Program
-: The vertex shader program file (*.vp*) to use when rendering with the material. The vertex shader program is run on the GPU for each of a component's primitive vertices. It computes the screen position of each vertex and also optionally output "varying" variables that are interpolated and input to the fragment program.
+: The vertex shader program file (*`.vp`*) to use when rendering with the material. The vertex shader program is run on the GPU for each of a component's primitive vertices. It computes the screen position of each vertex and also optionally output "varying" variables that are interpolated and input to the fragment program.
 
 Fragment Program
-: The fragment shader program file (*.fp*) to use when rendering with the material. The program runs on the GPU for each of a primitive's fragments (pixels) and its purpose is to decide the color of each fragment. This is usually done by texture lookups and calculations based on input variables (varying variables or constants).
+: The fragment shader program file (*`.fp`*) to use when rendering with the material. The program runs on the GPU for each of a primitive's fragments (pixels) and its purpose is to decide the color of each fragment. This is usually done by texture lookups and calculations based on input variables (varying variables or constants).
 
 Vertex Constants
 : Uniforms that will be passed to the vertex shader program. See below for a list of available constants.

+ 2 - 2
docs/en/manuals/profiling.md

@@ -108,8 +108,8 @@ The *Structure* section shows sizes based on how resources are organized in the
 ## External tools
 In addition to the built-in tools, there is a wide range of free high quality tracing and profiling tools available. Here is a selection:
 
-ProFi (Lua)
-: We do not ship any built-in Lua profiler but there are external libraries that are easy enough to use. To find where your scripts spend time, either insert time measures in your code yourself, or use a Lua profiling library like [ProFi](https://github.com/jgrahamc/ProFi).
+`ProFi` (Lua)
+: We do not ship any built-in Lua profiler but there are external libraries that are easy enough to use. To find where your scripts spend time, either insert time measures in your code yourself, or use a Lua profiling library like [`ProFi`](https://github.com/jgrahamc/ProFi).
 
   Note that pure Lua profilers add quite a lot of overhead with each hook they install. For this reason you should be a bit wary of the timing profiles you get from such a tool. Counting profiles are accurate enough though.