From 56e8a4182d56c52b4c0c211e3ff39f4fd7ff3d9b Mon Sep 17 00:00:00 2001 From: dxzone12 Date: Wed, 31 Jan 2018 00:08:10 +1030 Subject: [PATCH] Fixed typos in FAQ --- about/faq.rst | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/about/faq.rst b/about/faq.rst index 3bfb6db73..caf11970d 100644 --- a/about/faq.rst +++ b/about/faq.rst @@ -190,9 +190,9 @@ assets in different resolutions was a good idea, so many continued towards that path. That originally worked to a point and only for Apple devices, but then several Android and Apple devices with different resolutions and aspect ratios were created, with a very -wide range of sizes an DPIs. +wide range of sizes and DPIs. -The most common and proper way to this is to, instead, is to use a +The most common and proper way to achieve this is to, instead, use a single base resolution for the game and only handle different screen aspects. This is mostly needed for 2D, as in 3D it's just a matter of Camera XFov or YFov.