Merge pull request #2738 from YeldhamDev/more_corrections

Fix mistakes in some recent tutorials changes
This commit is contained in:
Michael Alexsander
2019-10-02 13:30:37 -03:00
committed by GitHub
2 changed files with 3 additions and 3 deletions
+1 -1
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@@ -25,7 +25,7 @@ in the game engine; there is only a potentially infinitely wide range of intensi
values generated per frame of rendering.
This means that some transformation of the scene light intensity, also known
as _scene referred_ light ratios, need to be transformed and mapped to fit
as scene-referred light ratios, need to be transformed and mapped to fit
within the particular output range of the chosen display. This can be most
easily understood if we consider virtually photographing our game engine scene
through a virtual camera. Here, our virtual camera would apply a particular
+2 -2
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@@ -378,7 +378,7 @@ click the "Insert Key" option. This will bring up a list of methods
that can be called for the AudioStreamPlayer node. Select the first
one.
.. image:: img/animation_method_list.png
.. image:: img/animation_method_options.png
When Godot reaches the keyframe, Godot calls the
:ref:`class_AnimationPlayer` node's "play" function and the stream
@@ -387,7 +387,7 @@ plays.
You can change its position by dragging it on the timeline, you can also
click on the keyframe and use the keyframe settings in the inspector.
.. img:: img/animation_call_method_keyframe.png
.. image:: img/animation_call_method_keyframe.png
.. |Play from beginning| image:: img/animation_play_from_beginning.png
.. |Add Animation| image:: img/animation_add.png