Fix some spelling errors in the document (#7043)

* Remove excess parentheses from RSS document

* Fix some spelling errors in the document
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王海东 2024-01-04 17:34:52 +08:00 committed by GitHub
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6 changed files with 9 additions and 9 deletions

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@ -59,7 +59,7 @@ As a reminder, the feature is only available for the Linux build so far.
### Dependencies
There are additional prerequisites required for building RSS and its dependencies. Take a look at the [official documentation](https://intel.github.io/ad-rss-lib/BUILDING)) to know more about this.
There are additional prerequisites required for building RSS and its dependencies. Take a look at the [official documentation](https://intel.github.io/ad-rss-lib/BUILDING) to know more about this.
Dependencies provided by Ubunutu (>= 16.04).
```sh

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@ -23,9 +23,9 @@ In CARLA, there is a set of master materials that are used as templates for the
* __M_CarInterior_Master__ — Material applied to the inside of the car.
* __M_CarLightsGlass_Master__ — Material applied to the glass covering car lights.
* __M_CarWindows_Master__ — Material applied to the windows.
* __M_CarLicensePlate_Master__ — Material applied to the license plate.
* __M_CarVehicleLights_Master__ — Material applied to the car lights as an emissive texure.
* __M_CarVehicleLigthsSirens_Master__ — Material applied to the sirens, if applicable.
* __M_LicensePlate_Master__ — Material applied to the license plate.
* __M_VehicleLights_Master__ — Material applied to the car lights as an emissive texure.
* __M_VehicleLights_Sirens_Master__ — Material applied to the sirens, if applicable.
---
## Customize car materials
@ -142,7 +142,7 @@ Similarly to car materials, a building material can be greatly changed if desire
* `Color` — Tint to be applied based on the white area on the __Diffuse__ `Alpha` texture.
* `Emissive Texture` — Enable the usage of an __Emissive__ texture.
* `EmissiveColor` — Tint to be applied based on the white area on the __ORME__ `Emissive mask` texture.
* `Emissive atenuance` — Factor that divides the intensity stated in __BP_Lights__ to obtain proper emissive values.
* `Emissive attenuance` — Factor that divides the intensity stated in __BP_Lights__ to obtain proper emissive values.
* `RoughnessCorrection` — Changes the intensity of the roughness map.
* `MetallicCorrection` — Changes the intensity of the metallic map.
* `NormalFlatness` — Changes the intensity of the normal map.

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@ -67,7 +67,7 @@ __4.3__ Press `Compile` in the toolbar above and save the changes.
## Physics colliders
!!! Important
This tutorial is based on a [contribution](https://bitbucket.org/yankagan/carla-content/wiki/Home) made by __[yankagan](https://github.com/yankagan)__! The contributor also wants to aknowledge __Francisco E__ for the tutorial on [how to import custom collisions in UE](https://www.youtube.com/watch?v=SEH4f0HrCDM).
This tutorial is based on a [contribution](https://bitbucket.org/yankagan/carla-content/wiki/Home) made by __[yankagan](https://github.com/yankagan)__! The contributor also wants to acknowledge __Francisco E__ for the tutorial on [how to import custom collisions in UE](https://www.youtube.com/watch?v=SEH4f0HrCDM).
[This video](https://www.youtube.com/watch?v=CXK2M2cNQ4Y) shows the results achieved after following this tutorial.

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@ -568,7 +568,7 @@ The script places the sensor on the hood of the car, and rotated a bit upwards.
The callback is a bit more complex this time, showing more of its capabilities. It will draw the points captured by the radar on the fly. The points will be colored depending on their velocity regarding the ego vehicle.
* __Blue__ for points approaching the vehicle.
* __Read__ for points moving away from it.
* __Red__ for points moving away from it.
* __White__ for points static regarding the ego vehicle.
```py

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@ -8,7 +8,7 @@ Firstly, we need to load the Unreal Editor and load a CARLA map, follow the inst
![select_building](../img/tuto_G_texture_streaming/building_selected.png)
We have selected __BP_Apartment04_v5_Opt__ for texture manipulation, the name can be seen in the World Outliner panel. __Make sure to hover over the name in the World Outliner and use the name defined in the tooltip__. The the internal name may differ from the title displayed in the list. In this case, the internal name is actually __BP_Apartment04_v5_Opt_2__.
We have selected __BP_Apartment04_v05_Opt__ for texture manipulation, the name can be seen in the World Outliner panel. __Make sure to hover over the name in the World Outliner and use the name defined in the tooltip__. The the internal name may differ from the title displayed in the list. In this case, the internal name is actually __BP_Apartment04_v05_Opt_2__.
![tooltip](../img/tuto_G_texture_streaming/tooltip.png)

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@ -403,7 +403,7 @@ Navigate to the vegetation folder in the CARLA content library: `Carla > Static
A useful tool for trees and vegetation is the [__Unreal Engine foliage tool__](https://docs.unrealengine.com/4.27/en-US/BuildingWorlds/Foliage/). Activate the tool by selecting the `mode` from the mode dropdown in the toolbar.
![foliage_tool](img/tuto_content_authoring_maps/select_foliage_tool.png)
![foliage_tool](img/tuto_content_authoring_maps/select_foliage_tool.gif)
Drag your desired foliage item into the box labeled `+ Drop Foliage Here`. Set an appropriate density in the density field, then paint into the map with your foliage item.