Misc corrections in "Managing image files"

This commit is contained in:
Andrew Conrad
2016-05-06 19:42:16 -05:00
parent 8bce7216b9
commit 82f627fee4

View File

@@ -9,7 +9,7 @@ If you have read the previous tutorials on :ref:`doc_resources` and
Unlike texture resources (.tex files), image files contain no extra
information on tiling (texture repeat), mipmaps or filtering. Editing
this information and saving the texture back will have not any effect,
this information and saving the texture back will not have any effect,
since such formats can't contain that information.
Image loader
@@ -18,7 +18,7 @@ Image loader
Loading of images is done by the image loader. The behavior of the
loader for all image files can be changed in the Project Settings dialog
(Scene -> Project Settings). There is a section with values that
correspond to the every image file when loaded:
are used for all image resources:
.. image:: /img/imgloader.png
@@ -28,9 +28,9 @@ Image loader options
Filter
~~~~~~
Filter is used when the image is stretched more than it's original size,
Filter is used when the image is stretched more than its original size,
so a texel in the image is bigger than a pixel on the screen. Turning
off the fiter produces a retro-like look:
off the filter produces a retro-like look:
.. image:: /img/imagefilter.png
@@ -46,7 +46,7 @@ of clamping to the edge.
Mipmaps
~~~~~~~
When the mipmaps option is enabled, Godot will generate mip-maps.
When the mipmaps option is enabled, Godot will generate mipmaps.
Mipmaps are versions of the image shrunk by half in both axis,
recursively, until the image is 1 pixel of size. When the 3D hardware
needs to shrink the image, it finds the largest mipmap it can scale
@@ -55,7 +55,7 @@ quality.
.. image:: /img/mipmaps.png
When Mip-Maps are disabled, images start distorting badly when shrunk
When mipmaps are disabled, images start distorting badly when shrunk
excessively:
.. image:: /img/imagemipmap.png
@@ -80,7 +80,7 @@ pixels the same color as the visible neighbours):
To do this, open the image from the resources tab, or edit it from the
property editor from another node or resource, then go to the object
options and select "Fix Border Alpha", then save it.
options and select "Fix Alpha Edges", then save it.
.. image:: /img/imagefixalpha.png