diff --git a/tutorials/2d/cutout_animation.rst b/tutorials/2d/cutout_animation.rst index ab9039cf9..5fd33dc80 100644 --- a/tutorials/2d/cutout_animation.rst +++ b/tutorials/2d/cutout_animation.rst @@ -180,7 +180,7 @@ Skeletons ~~~~~~~~~ Godot doesn't actually support *true* Skeketons, but it does feature a -helper to create "bones" between nodes. This is enough for most cases, +helper to create "bones" between nodes. This is enough for most cases, but the way it works is not completely obvious. @@ -307,7 +307,7 @@ Simply do the following steps: 4. Select "loc" and "rot" on the top menu. 5. Push the key button. Keys will be inserted for everything, creating -a default pose. + a default pose. .. image:: /img/tuto_cutout21.png diff --git a/tutorials/2d/physics_introduction.rst b/tutorials/2d/physics_introduction.rst index aad4065a0..13eb54fe9 100644 --- a/tutorials/2d/physics_introduction.rst +++ b/tutorials/2d/physics_introduction.rst @@ -308,7 +308,7 @@ Area2D Areas in Godot physics have three main roles: 1. Override the space parameters for objects entering them (ie. -gravity, gravity direction, gravity type, density, etc). + gravity, gravity direction, gravity type, density, etc). 2. Monitor when rigid or kinematic bodies enter or exit the area. @@ -420,7 +420,7 @@ server must be used directly. For this, the class must be used. To obtain it, the following steps must be taken: 1. It must be used inside the ``_fixed_process()`` callback, or at -``_integrate_forces()`` + ``_integrate_forces()`` 2. The 2D RIDs for the space and physics server must be obtained. diff --git a/tutorials/3d/3d_performance_and_limitations.rst b/tutorials/3d/3d_performance_and_limitations.rst index 7ec31146e..a0cc8a54c 100644 --- a/tutorials/3d/3d_performance_and_limitations.rst +++ b/tutorials/3d/3d_performance_and_limitations.rst @@ -79,7 +79,7 @@ originally only rendered triangles, so all the vertices: 1. Had to be transformed by the CPU (including clipping). -1. Had to be sent to the GPU memory from the main RAM. +2. Had to be sent to the GPU memory from the main RAM. Nowadays, all this is handled inside the GPU, so the performance is extremely high. 3D artists usually have the wrong feeling about