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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2018-10-24 16:11:53 +0200 |
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committer | GitHub <noreply@github.com> | 2018-10-24 16:11:53 +0200 |
commit | 0d97e9e4ddada6b8db40a667a978f509a677043e (patch) | |
tree | df6dfd5fd81f2bb745516be06af7dab1e8a033cd /doc | |
parent | 1287e0300d9b98addf719e5ccb2fd45b7bc97f58 (diff) | |
parent | 325ecd1c2b235cec13ec74367761a90c1370f453 (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.xml | 4 |
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> |