diff --git a/tutorials/3d/3d_performance_and_limitations.rst b/tutorials/3d/3d_performance_and_limitations.rst index bcb318326..7ec31146e 100644 --- a/tutorials/3d/3d_performance_and_limitations.rst +++ b/tutorials/3d/3d_performance_and_limitations.rst @@ -13,7 +13,7 @@ usability and flexibility. Some practical examples of this are: - Rendering objects efficiently in high amounts is easy, but when a large scene must be rendered it can become inefficient. To solve this, visibility computation must be added to the rendering, which - makes rendering less efficient, but at the same less objects are + makes rendering less efficient, but at the same time less objects are rendered, so efficiency overall improves. - Configuring the properties of every material for every object that needs to be renderer is also slow. To solve this, objects are sorted