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lines changed Original file line number Diff line number Diff line change @@ -296,9 +296,9 @@ Omni light shadow mapping is relatively straightforward. The main issue that
296296needs to be considered is the algorithm used to render it.
297297
298298Omni Shadows can be rendered as either **Dual Paraboloid ** or **Cube ** mapped.
299- **Dual Parabolid ** renders quickly, but can cause deformations, while **Cube **
299+ **Dual Paraboloid ** renders quickly, but can cause deformations, while **Cube **
300300is more correct, but slower. The default is **Cube **, but consider changing it
301- to **Dual Parabolid ** for lights where it doesn't make much of a visual
301+ to **Dual Paraboloid ** for lights where it doesn't make much of a visual
302302difference.
303303
304304.. image :: img/lights_and_shadows_dual_parabolid_vs_cubemap.webp
@@ -348,7 +348,7 @@ Spot shadow mapping
348348Spots feature the same parameters as omni lights for shadow mapping. Rendering
349349spot shadow maps is significantly faster compared to omni lights, as only one
350350shadow texture needs to be rendered (instead of rendering 6 faces, or 2 in dual
351- parabolid mode).
351+ paraboloid mode).
352352
353353Spot lights with shadows enabled can make use of projectors. The projector
354354texture will *multiply * the light's color by the color at a given point on the
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