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authorRĂ©mi Verschelde <rverschelde@gmail.com>2018-10-24 16:11:53 +0200
committerGitHub <noreply@github.com>2018-10-24 16:11:53 +0200
commit0d97e9e4ddada6b8db40a667a978f509a677043e (patch)
treedf6dfd5fd81f2bb745516be06af7dab1e8a033cd /doc
parent1287e0300d9b98addf719e5ccb2fd45b7bc97f58 (diff)
parent325ecd1c2b235cec13ec74367761a90c1370f453 (diff)
Merge pull request #23255 from CakHuri/doc-projectsettings
[Docs] Repaired some words on ProjectSettings
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/ProjectSettings.xml4
1 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 4516fc522a..9efc05dfd5 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -691,7 +691,7 @@
<member name="rendering/quality/reflections/high_quality_ggx.mobile" type="bool" setter="" getter="">
</member>
<member name="rendering/quality/reflections/texture_array_reflections" type="bool" setter="" getter="">
- For reflection probes and panorama backgrounds (sky), use a texure array instead of mipmaps. This reduces jitter noise on reflections, but costs more performance and memory.
+ For reflection probes and panorama backgrounds (sky), use a texture array instead of mipmaps. This reduces jitter noise on reflections, but costs more performance and memory.
</member>
<member name="rendering/quality/reflections/texture_array_reflections.mobile" type="bool" setter="" getter="">
</member>
@@ -704,7 +704,7 @@
<member name="rendering/quality/shading/force_lambert_over_burley.mobile" type="bool" setter="" getter="">
</member>
<member name="rendering/quality/shading/force_vertex_shading" type="bool" setter="" getter="">
- Force vertex shading for all rendering. This can increase performance a lot, but also reduces quality inmensely. Can work to optimize on very low end mobile.
+ Force vertex shading for all rendering. This can increase performance a lot, but also reduces quality immensely. Can work to optimize on very low end mobile.
</member>
<member name="rendering/quality/shading/force_vertex_shading.mobile" type="bool" setter="" getter="">
</member>