Proofing/review: Remove filler words, adhere to style guide

This commit is contained in:
mhilbrunner
2018-05-06 05:23:37 +02:00
parent 9f526a3ea8
commit f215a0cf26
88 changed files with 337 additions and 374 deletions

View File

@@ -60,8 +60,8 @@ Stretch mode
is set as a render target, and still renders precisely to the
resolution specified in the ``display/`` section of the project
settings. Finally, this viewport is copied and scaled to fit the
screen. This mode is useful when working with pixel-precise games, or
just for the sake of rendering to a lower resolution for improving
screen. This mode is useful when working with pixel-precise games,
or for the sake of rendering to a lower resolution for improving
performance.
.. image:: img/stretch.png

View File

@@ -6,7 +6,7 @@ Viewports
Introduction
------------
Godot has a small but very useful feature called viewports. Viewports
Godot has a small but useful feature called viewports. Viewports
are, as the name implies, rectangles where the world is drawn. They
have three main uses, but can flexibly adapted to a lot more. All this
is done via the :ref:`Viewport <class_Viewport>` node.
@@ -74,7 +74,7 @@ Scale & stretching
------------------
Viewports have a "rect" property. X and Y are often not used (only the
root viewport really uses them), while WIDTH AND HEIGHT represent the
root viewport uses them), while WIDTH AND HEIGHT represent the
size of the viewport in pixels. For Sub-Viewports, these values are
overridden by the ones from the parent control, but for render targets
this sets their resolution.
@@ -108,7 +108,7 @@ the game (like in Starcraft).
As a helper for situations where you want to create viewports that
display single objects and don't want to create a world, viewport has
the option to use its own World. This is very useful when you want to
the option to use its own World. This is useful when you want to
instance 3D characters or objects in the 2D world.
For 2D, each Viewport always contains its own :ref:`World2D <class_World2D>`.
@@ -134,7 +134,7 @@ following API:
# Set Sprite Texture
$sprite.texture = tex
But if you use this in _ready() or from the very first frame of the viewport's initialization
But if you use this in _ready() or from the first frame of the viewport's initialization
you will get an empty texture cause there is nothing to get as texture. You can deal with
it using (for example):
@@ -167,7 +167,7 @@ And Viewport Container can not be smaller than the size of the Viewport.
Render target
-------------
To set as a render target, just toggle the "render target" property of
To set as a render target, toggle the "render target" property of
the viewport to enabled. Note that whatever is inside will not be
visible in the scene editor. To display the contents, the method remains the same.
This can be requested via code using (for example):