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Fix typos and punctuation in documentation

This commit is contained in:
Jakub Skorupa
2020-10-06 23:02:11 +02:00
parent 47a0604b5a
commit 3b0e7f8603
7 changed files with 21 additions and 21 deletions

View File

@@ -17,7 +17,7 @@ So let's get started!
.. note::
This page is continually under construction
This page is continually under construction.
.. contents::
@@ -103,7 +103,7 @@ The first step is rendering the block sprites from the textures. Each block is
Textures come from files inside of a "textures" folder. If the file is square (has equal width
and height dimensions), it is scaled down to 16 x 16 pixels. Non-square images are used with animated
textures. In this case, the first frame of the animated texture is used, and also scaled to a 16 by 16 image.
In order to draw a cube out of the textuers, an `affine transformation`_ is applied to
In order to draw a cube out of the textures, an `affine transformation`_ is applied to
the images for the top and sides of the cube in order to transform it to the
appropriate perspective.
@@ -472,7 +472,7 @@ the upside is that arbitrarily sized maps can be viewed.
The Overviewer uses a tile size of 384 by 384 pixels. This is the same as the
size of a chunk section and is no coincidence. Just considering the top face of
a chunk, the 8 chunks directly below itget rendered into a tile in this
a chunk, the 8 chunks directly below it get rendered into a tile in this
configuration:
.. image:: tilerendering/chunksintile.png
@@ -679,7 +679,7 @@ corners on a given face, and for all visible faces.
The `ambient occlusion`_ effect so strongly associated with smooth
lighting in-game is a side effect of this method. Since solid blocks
have both light values set to 0, the lighting coefficient is very
close to 0. For verticies in corners, at least 1 (or more) of the 4
close to 0. For vertices in corners, at least 1 (or more) of the 4
averaged lighting values is therefore 0, dragging the average down,
and creating the "dark corners" effect.