Draft: Remove "simple", "simply", "easy", and "just" from the docs (#4496)

* Various style edits

* Edit out "simple" when possible

Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
This commit is contained in:
Marcin Sędłak-Jakubowski
2021-07-11 14:38:53 +02:00
committed by GitHub
parent a4a368af15
commit bd19917ea0
58 changed files with 195 additions and 203 deletions

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@@ -8,7 +8,7 @@ shapes or custom meshes to create more complex shapes. In 3D modelling software,
CSG is mostly known as "Boolean Operators".
Level prototyping is one of the main uses of CSG in Godot. This technique allows
users to create simple versions of most common shapes by combining primitives.
users to create the most common shapes by combining primitives.
Interior environments can be created by using inverted primitives.
.. note:: The CSG nodes in Godot are mainly intended for prototyping. There is
@@ -100,7 +100,7 @@ Processing order
~~~~~~~~~~~~~~~~
Every CSG node will first process its children nodes and their operations:
union, intersection or subtraction, in tree order, and apply them to itself one
union, intersection, or subtraction, in tree order, and apply them to itself one
after the other.
.. note:: In the interest of performance, make sure CSG geometry remains

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@@ -69,7 +69,7 @@ There are many ways to set the background:
- **Clear Color** uses the default clear color defined by the project. The background will be a constant color.
- **Custom Color** is like Clear Color, but with a custom color value.
- **Sky** lets you define a panorama sky (a 360 degree sphere texture) or a procedural sky (a simple sky featuring a gradient and an optional sun). Objects will reflect it and absorb ambient light from it.
- **Sky** lets you define a panorama sky (a 360 degree sphere texture) or a procedural sky (a basic sky featuring a gradient and an optional sun). Objects will reflect it and absorb ambient light from it.
- **Color+Sky** lets you define a sky (as above), but uses a constant color value for drawing the background. The sky will only be used for reflection and ambient light.
Ambient Light
@@ -154,7 +154,7 @@ Auto Exposure (HDR)
*This feature is only available when using the GLES3 backend.*
Even though, in most cases, lighting and texturing are heavily artist controlled,
Godot supports a simple high dynamic range implementation with the auto exposure
Godot supports a basic high dynamic range implementation with the auto exposure
mechanism. This is generally used for the sake of realism when combining
interior areas with low light and outdoors. Auto exposure simulates the camera
(or eye) in an effort to adapt between light and dark locations and their
@@ -259,7 +259,7 @@ Tweaking SSAO is possible with several parameters:
- **Light Affect:** SSAO only affects ambient light, but increasing this slider can make it also affect direct light. Some artists prefer this effect.
- **Ao Channel Affect:** If a value of zero is used, only the material's AO texture will be used for ambient occlusion; SSAO will not be applied. Values greater than 0 multiply the AO texture by the SSAO effect to varying degrees. This does not affect materials without an AO texture.
- **Quality:** Depending on quality, SSAO will take more samples over a sphere for every pixel. High quality only works well on modern GPUs.
- **Blur:** Type of blur kernel used. The 1x1 kernel is a simple blur that preserves local detail better, but is not as efficient (generally works better with the high quality setting above), while 3x3 will soften the image better (with a bit of dithering-like effect), but does not preserve local detail as well.
- **Blur:** Type of blur kernel used. The 1x1 kernel preserves local detail better, but is not as efficient (generally works better with the high quality setting above), while 3x3 softens the image better (with a bit of dithering-like effect), but does not preserve local detail as well.
- **Edge Sharpness**: This can be used to preserve the sharpness of edges (avoids areas without AO on creases).
Depth of Field / Far Blur
@@ -320,10 +320,10 @@ Once glow is visible, it can be controlled with a few extra parameters:
The **Blend Mode** of the effect can also be changed:
- **Additive** is the strongest one, as it just adds the glow effect over the image with no blending involved. In general, it's too strong to be used, but can look good with low intensity Bloom (produces a dream-like effect).
- **Screen** is the default one. It ensures glow never brights more than itself and works great as an all around.
- **Additive** is the strongest one, as it only adds the glow effect over the image with no blending involved. In general, it's too strong to be used, but can look good with low intensity Bloom (produces a dream-like effect).
- **Screen** is the default one. It ensures glow never brightens more than itself and it works great as an all around.
- **Softlight** is the weakest one, producing only a subtle color disturbance around the objects. This mode works best on dark scenes.
- **Replace** can be used to blur the whole screen or debug the effect. It just shows the glow effect without the image below.
- **Replace** can be used to blur the whole screen or debug the effect. It only shows the glow effect without the image below.
To change the glow effect size and shape, Godot provides **Levels**. Smaller
levels are strong glows that appear around objects, while large levels are hazy

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@@ -74,7 +74,7 @@ is required.
Scene linear & asset pipelines
------------------------------
Working in scene-linear sRGB is not as simple as just pressing a switch. First,
Working in scene-linear sRGB is more complex than pressing a single switch. First,
imported image assets must be converted to linear light ratios on import. Even
when linearized, those assets may not be perfectly well-suited for use
as textures, depending on how they were generated.

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@@ -4,7 +4,7 @@ Introduction to 3D
==================
Creating a 3D game can be challenging. That extra Z coordinate makes
many of the common techniques that helped to make 2D games simple no
many of the common techniques that helped to make 2D games simpler no
longer work. To aid in this transition, it is worth mentioning that
Godot uses similar APIs for 2D and 3D. Most nodes are the same and
are present in both 2D and 3D versions. In fact, it is worth checking
@@ -52,7 +52,7 @@ DCC-created models
There are two pipelines to import 3D models in Godot. The first and most
common one is by :ref:`doc_importing_3d_scenes`, which allows you to import
entire scenes (just as they look in the DCC), including animation,
entire scenes (exactly as they look in the DCC), including animation,
skeletal rigs, blend shapes, etc.
The second pipeline is by importing simple .OBJ files as mesh resources,
@@ -76,7 +76,7 @@ submitting them to the 3D API has a significant performance cost.
Immediate geometry
------------------
If, instead, there is a requirement to generate simple geometry that
If, instead, you need to generate simple geometry that
will be updated often, Godot provides a special node,
:ref:`ImmediateGeometry <class_ImmediateGeometry>`,
which provides an OpenGL 1.x style immediate-mode API to create points,

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@@ -80,8 +80,8 @@ does not affect the lighting at all and can be anywhere.
.. image:: img/light_directional.png
Every face whose front-side is hit by the light rays is lit, while the others stay dark. Most light types
have specific parameters, but directional lights are pretty simple in nature, so they don't.
Every face whose front-side is hit by the light rays is lit, while the others stay dark. Unlike most
other light types directional lights, don't have specific parameters.
Directional shadow mapping
^^^^^^^^^^^^^^^^^^^^^^^^^^
@@ -215,10 +215,10 @@ Each quadrant can be subdivided to allocate any number of shadow maps; the follo
.. image:: img/shadow_quadrants2.png
The allocation logic is simple. The biggest shadow map size (when no subdivision is used)
represents a light the size of the screen (or bigger).
Subdivisions (smaller maps) represent shadows for lights that are further away
from view and proportionally smaller.
The shadow atlas allocates space as follows:
- The biggest shadow map size (when no subdivision is used) represents a light the size of the screen (or bigger).
- Subdivisions (smaller maps) represent shadows for lights that are further away from view and proportionally smaller.
Every frame, the following procedure is performed for all lights:
@@ -240,6 +240,6 @@ Godot supports no filter, PCF5 and PCF13.
.. image:: img/shadow_pcf1.png
It affects the blockyness of the shadow outline:
It affects the blockiness of the shadow outline:
.. image:: img/shadow_pcf2.png

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@@ -114,7 +114,7 @@ added to the scene tree and is drawn directly from the code. The SurfaceTool gen
a MeshInstance to be seen.
ImmediateGeometry is useful for prototyping because of the straightforward API, but it is slow because the geometry
is rebuilt every frame. It is most useful for quickly adding simple geometry to debug visually (e.g. by drawing lines to
is rebuilt every frame. It is most useful for adding simple geometry to debug visually (e.g. by drawing lines to
visualize physics raycasts etc.).
For more information about ImmediateGeometry, please see the :ref:`ImmediateGeometry tutorial <doc_immediategeometry>`.

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@@ -49,7 +49,7 @@ can be displaced to an empty place by moving the handles in the center:
By default, shadow mapping is disabled when rendering probes (only in the
rendered image inside the probe, not the actual scene). This is
a simple way to save on performance and memory. If you want shadows in the probe,
a way to save on performance and memory. If you want shadows in the probe,
they can be toggled on/off with the *Enable Shadow* setting:
.. image:: img/refprobe_shadows.png

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@@ -9,7 +9,7 @@ Introduction
If you have never made 3D games before, working with rotations in three dimensions can be confusing at first.
Coming from 2D, the natural way of thinking is along the lines of *"Oh, it's just like rotating in 2D, except now rotations happen in X, Y and Z"*.
At first this seems easy and for simple games, this way of thinking may even be enough. Unfortunately, it's often incorrect.
At first this seems easy, and for simple games, this way of thinking may even be enough. Unfortunately, it's often incorrect.
Angles in three dimensions are most commonly referred to as "Euler Angles".