diff --git a/tutorials/3d/lights_and_shadows.rst b/tutorials/3d/lights_and_shadows.rst index 3878bb69b..49a5be5a6 100644 --- a/tutorials/3d/lights_and_shadows.rst +++ b/tutorials/3d/lights_and_shadows.rst @@ -296,9 +296,9 @@ Omni light shadow mapping is relatively straightforward. The main issue that needs to be considered is the algorithm used to render it. Omni Shadows can be rendered as either **Dual Paraboloid** or **Cube** mapped. -**Dual Parabolid** renders quickly, but can cause deformations, while **Cube** +**Dual Paraboloid** renders quickly, but can cause deformations, while **Cube** is more correct, but slower. The default is **Cube**, but consider changing it -to **Dual Parabolid** for lights where it doesn't make much of a visual +to **Dual Paraboloid** for lights where it doesn't make much of a visual difference. .. image:: img/lights_and_shadows_dual_parabolid_vs_cubemap.webp @@ -348,7 +348,7 @@ Spot shadow mapping Spots feature the same parameters as omni lights for shadow mapping. Rendering spot shadow maps is significantly faster compared to omni lights, as only one shadow texture needs to be rendered (instead of rendering 6 faces, or 2 in dual -parabolid mode). +paraboloid mode). Spot lights with shadows enabled can make use of projectors. The projector texture will *multiply* the light's color by the color at a given point on the