From 387d5f8145f8099e80d74887d52d169bbead7597 Mon Sep 17 00:00:00 2001
From: tetrapod00 <145553014+tetrapod00@users.noreply.github.com>
Date: Thu, 15 Aug 2024 10:46:51 -0700
Subject: [PATCH] Fix glTF capitalization in manual
---
getting_started/first_3d_game/02.player_input.rst | 4 ++--
tutorials/platform/android/android_library.rst | 10 +++++-----
tutorials/xr/openxr_hand_tracking.rst | 2 +-
3 files changed, 8 insertions(+), 8 deletions(-)
diff --git a/getting_started/first_3d_game/02.player_input.rst b/getting_started/first_3d_game/02.player_input.rst
index 282b722cab3..a9d49650ec7 100644
--- a/getting_started/first_3d_game/02.player_input.rst
+++ b/getting_started/first_3d_game/02.player_input.rst
@@ -51,10 +51,10 @@ You can rename it to ``Character``.
.. note::
- The ``.glb`` files contain 3D scene data based on the open source GLTF 2.0
+ The ``.glb`` files contain 3D scene data based on the open source glTF 2.0
specification. They're a modern and powerful alternative to a proprietary format
like FBX, which Godot also supports. To produce these files, we designed the
- model in `Blender 3D `__ and exported it to GLTF.
+ model in `Blender 3D `__ and exported it to glTF.
As with all kinds of physics nodes, we need a collision shape for our character
to collide with the environment. Select the ``Player`` node again and add a child node
diff --git a/tutorials/platform/android/android_library.rst b/tutorials/platform/android/android_library.rst
index a962e6fa481..634df4fc558 100644
--- a/tutorials/platform/android/android_library.rst
+++ b/tutorials/platform/android/android_library.rst
@@ -45,11 +45,11 @@ These APIs can also be used to provide bidirectional communication between the h
Godot instance allowing for greater control over the desired experience.
We showcase how this is done using a sample Android app that embeds the Godot Engine as an Android view,
-and uses it to render 3D GLTF models.
+and uses it to render 3D glTF models.
The `GLTF Viewer `_ sample app uses an `Android RecyclerView component `_ to create
-a list of GLTF items, populated from `Kenney's Food Kit pack `_.
-When an item on the list is selected, the app's logic interacts with the embedded Godot Engine to render the selected GLTF item as a 3D model.
+a list of glTF items, populated from `Kenney's Food Kit pack `_.
+When an item on the list is selected, the app's logic interacts with the embedded Godot Engine to render the selected glTF item as a 3D model.
.. image:: img/gltf_viewer_sample_app_screenshot.webp
@@ -146,7 +146,7 @@ Below we break-down the steps used to create the GLTF Viewer app.
- Add any additional logic that will be used by your application
- - For the sample app, this includes adding the `ItemsSelectionFragment fragment `_ (and related classes), a fragment used to build and show the list of GLTF items
+ - For the sample app, this includes adding the `ItemsSelectionFragment fragment `_ (and related classes), a fragment used to build and show the list of glTF items
- Open the ``AndroidManifest.xml`` file, and configure the orientation if needed using the `android:screenOrientation attribute `_
@@ -191,7 +191,7 @@ Below we break-down the steps used to create the GLTF Viewer app.
- Update the Godot project script logic as needed
- For the sample app, the `script logic `_ queries for the runtime ``GodotPlugin`` instance and uses it to register for signals fired by the app logic
- - The app logic fires a signal every time an item is selected in the list. The signal contains the filepath of the GLTF model, which is used by the ``gdscript`` logic to render the model.
+ - The app logic fires a signal every time an item is selected in the list. The signal contains the filepath of the glTF model, which is used by the ``gdscript`` logic to render the model.
.. code-block:: gdscript
diff --git a/tutorials/xr/openxr_hand_tracking.rst b/tutorials/xr/openxr_hand_tracking.rst
index 9f0da10f5db..5d91708ca97 100644
--- a/tutorials/xr/openxr_hand_tracking.rst
+++ b/tutorials/xr/openxr_hand_tracking.rst
@@ -127,7 +127,7 @@ For this Godot uses the hand bone structure as defined for the :ref:`Godot Human
but optionally supporting an extra tip bone for each finger.
The `OpenXR hand tracking demo `_
-contains example GLTF files of properly rigged hands.
+contains example glTF files of properly rigged hands.
We will be using those here and add them as a child to our ``XRNode3D`` node.
We also need to enable editable children to gain access to our :ref:`Skeleton3D ` node.