Lightning is what strikes before thunder roars, lighting is the shading
created by light sources.

Signed-off-by: Michael J Gruber <[email protected]>
---
 manual/graph.tex   |    4 ++--
 pyx/graph/style.py |   10 +++++-----
 2 files changed, 7 insertions(+), 7 deletions(-)

diff --git a/manual/graph.tex b/manual/graph.tex
index 54f903f..897e4bf 100644
--- a/manual/graph.tex
+++ b/manual/graph.tex
@@ -1052,10 +1052,10 @@ definition is:
   maximal values, but larger bounds could be set).
 
   If no \var{colorname} column exists, the surface style falls back
-  to a lightning coloring taking into account the angle between the
+  to a lighting coloring taking into account the angle between the
   view ray and the triangle and the distance between viewer and
   triangle. The precise conversion is defined in the
-  \method{lightning} method.
+  \method{lighting} method.
 
   If a \var{gridcolor} is set, the rectangular grid is marked by small
   stripes of the relative (compared to each rectangle) size of
diff --git a/pyx/graph/style.py b/pyx/graph/style.py
index 562b3e7..b484297 100644
--- a/pyx/graph/style.py
+++ b/pyx/graph/style.py
@@ -1688,7 +1688,7 @@ class surface(_style):
     def midcolor(self, c1, c2, c3, c4):
         return 0.25*(c1+c2+c3+c4)
 
-    def lightning(self, angle, zindex):
+    def lighting(self, angle, zindex):
         if angle < 0 and self.backcolor is not None:
             return self.backcolor
         return self.gradient.getcolor(0.7-0.4*abs(angle)+0.1*zindex)
@@ -1822,10 +1822,10 @@ class surface(_style):
                         c4d = c3d = c5d = self.backcolor
                 else:
                     zindex = graph.vzindex(*v5)
-                    c1a = c2a = c5a = 
self.lightning(sign*graph.vangle(*(v1+v2+v5)), zindex)
-                    c3b = c1b = c5b = 
self.lightning(sign*graph.vangle(*(v3+v1+v5)), zindex)
-                    c2c = c4c = c5c = 
self.lightning(sign*graph.vangle(*(v2+v4+v5)), zindex)
-                    c4d = c3d = c5d = 
self.lightning(sign*graph.vangle(*(v4+v3+v5)), zindex)
+                    c1a = c2a = c5a = 
self.lighting(sign*graph.vangle(*(v1+v2+v5)), zindex)
+                    c3b = c1b = c5b = 
self.lighting(sign*graph.vangle(*(v3+v1+v5)), zindex)
+                    c2c = c4c = c5c = 
self.lighting(sign*graph.vangle(*(v2+v4+v5)), zindex)
+                    c4d = c3d = c5d = 
self.lighting(sign*graph.vangle(*(v4+v3+v5)), zindex)
                 for zindex, i in sortElements:
                     if i == 0:
                         elements.append(mesh.element((mesh.node_pt((x1_pt, 
y1_pt), c1a),
-- 
1.7.1.621.g01d76


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