From 73a3e0c034b7b1482dbb9c8c28dbca12ea4ed8ea Mon Sep 17 00:00:00 2001 From: reduz Date: Fri, 20 Jun 2014 13:42:09 -0700 Subject: [PATCH] Updated tutorial_fixed_materials (markdown) --- tutorial_fixed_materials.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/tutorial_fixed_materials.md b/tutorial_fixed_materials.md index e3789ef..901a81e 100644 --- a/tutorial_fixed_materials.md +++ b/tutorial_fixed_materials.md @@ -85,8 +85,8 @@ When drawing points or lines, the size of them can be adjusted here per material Almost all of the parameters above can have a texture assigned to them. There are four options to where they can get their UV coordinates: * **UV Coordinates (UV Array)**: This is the regular UV coordinate array that was imported with the model. -* **UV x UV XForm **: UV Coordinates multiplied by the UV Xform matrix. -* **UV2 Coordinates **: Some imported models might have come with a second set of UV coordinates. These are common for detail textures or for baked light textures. +* **UV x UV XForm**: UV Coordinates multiplied by the UV Xform matrix. +* **UV2 Coordinates**: Some imported models might have come with a second set of UV coordinates. These are common for detail textures or for baked light textures. * **Sphere**: Spherical coordinates (difference of the normal at the pixel by the camera normal). The value of every pixel of the texture is multiplied by the original param. This means that if a texture is loaded for diffuse, it will be multiplied by the color of the diffuse color parameter. Same applies to all the others except for specular exponent, which is replaced.