From 710b9275fd5a05f7f22b6a2142a1bf28cd65d818 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Thu, 9 Nov 2023 09:13:40 +0100 Subject: [PATCH] Fix minor typos https://github.com/FlaxEngine/FlaxDocs/pull/123 --- Source/Engine/Graphics/Materials/MaterialInfo.h | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/Source/Engine/Graphics/Materials/MaterialInfo.h b/Source/Engine/Graphics/Materials/MaterialInfo.h index 86fab4548..8e4933150 100644 --- a/Source/Engine/Graphics/Materials/MaterialInfo.h +++ b/Source/Engine/Graphics/Materials/MaterialInfo.h @@ -86,7 +86,7 @@ API_ENUM() enum class MaterialBlendMode : byte API_ENUM() enum class MaterialShadingModel : byte { /// - /// The unlit material. Emissive channel is used as an output color. Can perform custom lighting operations or just glow. Won't be affected by the lighting pipeline. + /// The unlit material. The emissive channel is used as an output color. Can perform custom lighting operations or just glow. Won't be affected by the lighting pipeline. /// Unlit = 0, @@ -96,7 +96,7 @@ API_ENUM() enum class MaterialShadingModel : byte Lit = 1, /// - /// The subsurface material. Intended for materials like vax or skin that need light scattering to transport simulation through the object. + /// The subsurface material. Intended for materials like wax or skin that need light scattering to transport simulation through the object. /// Subsurface = 2, @@ -366,12 +366,12 @@ API_ENUM() enum class MaterialDecalBlendingMode : byte API_ENUM() enum class MaterialTransparentLightingMode : byte { /// - /// Default directional lighting evaluated per-pixel at the material surface. Use it for semi-transparent surfaces - with both diffuse and specular lighting component active. + /// Default directional lighting evaluated per-pixel at the material surface. Use it for semi-transparent surfaces - with both diffuse and specular lighting components active. /// Surface = 0, /// - /// Non-directional lighting evaluated per-pixel at material surface. Use it for volumetric objects such as smoke, rain or dust - only diffuse lighting term is active (no specular highlights). + /// Non-directional lighting evaluated per-pixel at material surface. Use it for volumetric objects such as smoke, rain or dust - only the diffuse lighting term is active (no specular highlights). /// SurfaceNonDirectional = 1, };