diff --git a/tutorials/3d/high_dynamic_range.rst b/tutorials/3d/high_dynamic_range.rst index 84da81b35..71179450f 100644 --- a/tutorials/3d/high_dynamic_range.rst +++ b/tutorials/3d/high_dynamic_range.rst @@ -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 diff --git a/tutorials/animation/introduction_2d.rst b/tutorials/animation/introduction_2d.rst index ce814426d..235e09dc6 100644 --- a/tutorials/animation/introduction_2d.rst +++ b/tutorials/animation/introduction_2d.rst @@ -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