fix typos in lights_and_shadows.rst (#1954)

Co-Authored-By: Hugo Locurcio <hugo.locurcio@hugo.pro>
This commit is contained in:
Peter Turner
2018-12-04 22:50:31 +01:00
committed by Rémi Verschelde
co-authored by Hugo Locurcio
parent cb841fabbc
commit 52304ed9a4
+3 -3
View File
@@ -109,7 +109,7 @@ generally work well, but tweaking the first split a bit is common to give more
detail to close objects (like a character in a third person game).
Always make sure to set a shadow *Max Distance* according to what the scene needs.
The closer the max distance, the higher quality they shadows will have.
A lower maximum distance will result in better-looking shadows.
Sometimes, the transition between a split and the next can look bad. To fix this,
the **"Blend Splits"** option can be turned on which sacrifices detail in exchange
@@ -225,8 +225,8 @@ Every frame, the following logic is done for all lights:
If the slots in a quadrant are full, lights are pushed back to smaller slots depending on size and distance.
This allocation strategy works for most games, but you may to use a separate one in some cases (as example, a top-down game where
all lights are around the same size and quadrands may have all the same subdivision).
This allocation strategy works for most games, but you may want to use a separate one in some cases (as example, a top-down game where
all lights are around the same size and quadrants may have all the same subdivision).
Shadow filter quality
~~~~~~~~~~~~~~~~~~~~~