diff --git a/tutorials/3d/lights_and_shadows.rst b/tutorials/3d/lights_and_shadows.rst index 09f98b109..54335bb2e 100644 --- a/tutorials/3d/lights_and_shadows.rst +++ b/tutorials/3d/lights_and_shadows.rst @@ -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 ~~~~~~~~~~~~~~~~~~~~~