Merge pull request #11068 from belzecue/belzecue-patch-250629-paraboloid

Fix typos: 'parabolid' -> 'paraboloid'
This commit is contained in:
Matthew
2025-06-29 07:08:58 -04:00
committed by GitHub
+3 -3
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@@ -296,9 +296,9 @@ Omni light shadow mapping is relatively straightforward. The main issue that
needs to be considered is the algorithm used to render it.
Omni Shadows can be rendered as either **Dual Paraboloid** or **Cube** mapped.
**Dual Parabolid** renders quickly, but can cause deformations, while **Cube**
**Dual Paraboloid** renders quickly, but can cause deformations, while **Cube**
is more correct, but slower. The default is **Cube**, but consider changing it
to **Dual Parabolid** for lights where it doesn't make much of a visual
to **Dual Paraboloid** for lights where it doesn't make much of a visual
difference.
.. image:: img/lights_and_shadows_dual_parabolid_vs_cubemap.webp
@@ -348,7 +348,7 @@ Spot shadow mapping
Spots feature the same parameters as omni lights for shadow mapping. Rendering
spot shadow maps is significantly faster compared to omni lights, as only one
shadow texture needs to be rendered (instead of rendering 6 faces, or 2 in dual
parabolid mode).
paraboloid mode).
Spot lights with shadows enabled can make use of projectors. The projector
texture will *multiply* the light's color by the color at a given point on the