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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</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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