Revision: 52725
http://brlcad.svn.sourceforge.net/brlcad/?rev=52725&view=rev
Author: carlmoore
Date: 2012-10-03 16:42:57 +0000 (Wed, 03 Oct 2012)
Log Message:
-----------
fix spellings
Modified Paths:
--------------
brlcad/trunk/doc/html/manuals/mged/shaders.html
Modified: brlcad/trunk/doc/html/manuals/mged/shaders.html
===================================================================
--- brlcad/trunk/doc/html/manuals/mged/shaders.html 2012-10-03 16:40:19 UTC
(rev 52724)
+++ brlcad/trunk/doc/html/manuals/mged/shaders.html 2012-10-03 16:42:57 UTC
(rev 52725)
@@ -8,12 +8,12 @@
The shader performs basic Beer's Law extinction and contrast reduction.
It should be applied only on regions where the air code has been set to
a non-zero value.
-See <a href="mged_cmds.html#edcodes">edcodes</a> for imformation
+See <a href="mged_cmds.html#edcodes">edcodes</a> for information
about setting the air flag on the region).
<p>
-The ``air'' shader assumes that the volume is a homogenous volume of
-non-turbulent air. The shader provides crude modeling of absorbtion
-and scattering effects in the atmosphere. Absorbtion and/or extinction
+The ``air'' shader assumes that the volume is a homogeneous volume of
+non-turbulent air. The shader provides crude modeling of absorption
+and scattering effects in the atmosphere. Absorption and/or extinction
effects are modeled by reducing the transmission of the air volume by
an amount proportional to the distance traveled through the air.
<pre>
@@ -70,7 +70,7 @@
<DD>This is the height (above the Z=0 plane) at which the fog starts
to get exponentially denser. From this altitude downward density
increases. By default this value is specified in millimeters,
- (regardless of the currend MGED editing units). It is possible
+ (regardless of the current MGED editing units). It is possible
to specify values in other units by appending the units as a suffix
to the value. For example: ``2ft''.
</DL>
@@ -140,7 +140,7 @@
</DD>
<HR>
<DT><a name="camo"><b>camo</b></a></DT>
-<DD>The "camo" shader creates a pseudo-random tri-color camoflage pattern on
+<DD>The "camo" shader creates a pseudo-random tri-color camouflage pattern on
the object using a fractal noise pattern. This is a procedural shader based
upon a fractal noise function known as fractional brownian motion or fBm.
<p>
@@ -274,7 +274,7 @@
<DT>intensity</DT>
<DD>Intensity of the light source (nominally in lumens)</DD>
<DT>angle </DT>
- <DD>Beam displersion angle (degrees 0..180)</DD>
+ <DD>Beam dispersion angle (degrees 0..180)</DD>
<DT>fraction</DT>
<DD>Fraction of total light</DD>
<DT>shadows</DT>
@@ -368,7 +368,7 @@
<p>
<DL COMPACT>
<DT>shine</DT>
- <DD>Deescribes the shininess of the object [4..20] where 4 is a very
higly polished surface, and 20 defines a very rough
+ <DD>Describes the shininess of the object [4..20] where 4 is a very
higly polished surface, and 20 defines a very rough
surface</DD>
<DT>specular</DT>
<DD>Defines the amount of energy due to directional reflection
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