Revision: 53870
http://brlcad.svn.sourceforge.net/brlcad/?rev=53870&view=rev
Author: carlmoore
Date: 2012-11-28 19:47:56 +0000 (Wed, 28 Nov 2012)
Log Message:
-----------
fix spellings
Modified Paths:
--------------
brlcad/trunk/doc/html/manuals/index.html
brlcad/trunk/doc/html/manuals/mged/mged1.html
brlcad/trunk/doc/html/manuals/mged/shaders.html
Modified: brlcad/trunk/doc/html/manuals/index.html
===================================================================
--- brlcad/trunk/doc/html/manuals/index.html 2012-11-28 19:45:44 UTC (rev
53869)
+++ brlcad/trunk/doc/html/manuals/index.html 2012-11-28 19:47:56 UTC (rev
53870)
@@ -95,7 +95,7 @@
<ol>
<li><H2>rtshot</h2>
<li><H2>rtrange</h2>
-<li><H2>Ploting</h2>
+<li><H2>Plotting</h2>
</ol>
<li><H2>Other Raytracing Applications</h2>
<ol>
Modified: brlcad/trunk/doc/html/manuals/mged/mged1.html
===================================================================
--- brlcad/trunk/doc/html/manuals/mged/mged1.html 2012-11-28 19:45:44 UTC
(rev 53869)
+++ brlcad/trunk/doc/html/manuals/mged/mged1.html 2012-11-28 19:47:56 UTC
(rev 53870)
@@ -289,7 +289,7 @@
in the database in millimeters. When MGED interacts with the user, it converts
values from the database into the units selected by the user before displaying
them. Likewise, values that the user enters are converted to millimeters
-before being written to the databas.
+before being written to the database.
<p><a name="coord"><H2>The Screen Coordinate System</H2></a>
<p>
Modified: brlcad/trunk/doc/html/manuals/mged/shaders.html
===================================================================
--- brlcad/trunk/doc/html/manuals/mged/shaders.html 2012-11-28 19:45:44 UTC
(rev 53869)
+++ brlcad/trunk/doc/html/manuals/mged/shaders.html 2012-11-28 19:47:56 UTC
(rev 53870)
@@ -240,7 +240,7 @@
animation. Animation frametime*flicker produces a delta
of Z in noise space for the given frame/pixel. Useful
values are probably in the range 0 .. 10.</DD>
- <DT>strectch</DT>
+ <DT>stretch</DT>
<DD>Specifies a scaling of the exponential stretch of the
flames. Flame stretch effect = exp(pos[Z] * - stretch)</DD>
</DL>
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