Correct spelling mistakes.

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Edward Betts authored and Zack Middleton committed 2017-11-22 01:40:20 -06:00
1 parent 14cb72f912
commit fe42b8653d
105 files changed
+212 -212

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@@ -2794,7 +2794,7 @@ static shader_t *GeneratePermanentShader( void ) {
VertexLightingCollapse
If vertex lighting is enabled, only render a single
pass, trying to guess which is the correct one to best aproximate
pass, trying to guess which is the correct one to best approximate
what it is supposed to look like.
=================
*/
@@ -3214,18 +3214,18 @@ be defined for every single image used in the game, three default
shader behaviors can be auto-created for any image:
If lightmapIndex == LIGHTMAP_NONE, then the image will have
dynamic diffuse lighting applied to it, as apropriate for most
dynamic diffuse lighting applied to it, as appropriate for most
entity skin surfaces.
If lightmapIndex == LIGHTMAP_2D, then the image will be used
for 2D rendering unless an explicit shader is found
If lightmapIndex == LIGHTMAP_BY_VERTEX, then the image will use
the vertex rgba modulate values, as apropriate for misc_model
the vertex rgba modulate values, as appropriate for misc_model
pre-lit surfaces.
Other lightmapIndex values will have a lightmap stage created
and src*dest blending applied with the texture, as apropriate for
and src*dest blending applied with the texture, as appropriate for
most world construction surfaces.
===============