Welcome to mirror list, hosted at ThFree Co, Russian Federation.

github.com/prusa3d/PrusaSlicer.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
path: root/doc
diff options
context:
space:
mode:
authorhspil <hspil@protonmail.com>2019-03-07 10:07:07 +0300
committerbubnikv <bubnikv@gmail.com>2019-03-08 11:05:14 +0300
commit55d70a79d6715c5596c042ef952facd67d3273fe (patch)
tree28d201cd5da6a940e5643d73c94747e4211f7a3b /doc
parentce55c615e6f42c3d992dbae48f2c47f8f2dfffc0 (diff)
fix Mac OS and Windows build instructions grammar
Diffstat (limited to 'doc')
-rw-r--r--doc/How to build - Mac OS.md4
-rw-r--r--doc/How to build - Windows.md10
2 files changed, 7 insertions, 7 deletions
diff --git a/doc/How to build - Mac OS.md b/doc/How to build - Mac OS.md
index a1c8d9049..670e9fd87 100644
--- a/doc/How to build - Mac OS.md
+++ b/doc/How to build - Mac OS.md
@@ -18,12 +18,12 @@ This will create a dependencies bundle inside the `build/destdir` directory.
You can also customize the bundle output path using the `-DDESTDIR=<some path>` option passed to `cmake`.
**Warning**: Once the dependency bundle is installed in a destdir, the destdir cannot be moved elsewhere.
-(This is because wxWidgets hardcode the installation path.)
+(This is because wxWidgets hardcodes the installation path.)
### Building Slic3r
-If dependencies built without an error, you can proceed to build Slic3r itself.
+If dependencies are built without errors, you can proceed to build Slic3r itself.
Go back to top level Slic3r sources directory and use these commands:
mkdir build
diff --git a/doc/How to build - Windows.md b/doc/How to build - Windows.md
index 90fcfde7d..627f1c99b 100644
--- a/doc/How to build - Windows.md
+++ b/doc/How to build - Windows.md
@@ -7,7 +7,7 @@ CMake installer can be downloaded from [the official website](https://cmake.org/
Building with newer versions of MSVS (2015, 2017) may work too as reported by some of our users.
-_Note:_ Thanks to [**@supermerill**](https://github.com/supermerill) for testing and inspiration on this guide.
+_Note:_ Thanks to [**@supermerill**](https://github.com/supermerill) for testing and inspiration for this guide.
### Dependencies
@@ -20,7 +20,7 @@ The package comes in a several variants:
- [32 bit, Release mode only](https://bintray.com/vojtechkral/Slic3r-PE/download_file?file_path=destdir-32.7z) (38 MB, 520 MB unpacked)
- [32 bit, Release and Debug mode](https://bintray.com/vojtechkral/Slic3r-PE/download_file?file_path=destdir-32-dev.7z) (74 MB, 1.1 GB unpacked)
-When unsure, use the _Release mode only_ variant, the _Release and Debug_ variant is only needed for debugging & developement.
+When unsure, use the _Release mode only_ variant, the _Release and Debug_ variant is only needed for debugging & development.
If you're unsure where to unpack the package, unpack it into `C:\local\` (but it can really be anywhere).
@@ -46,13 +46,13 @@ Conversely, if you're using Visual Studio version other than 2013, the version n
If `cmake` has finished without errors, go to the build directory and open the `Slic3r.sln` solution file in Visual Studio.
Before building, make sure you're building the right project (use one of those starting with `slic3r_app_...`) and that you're building
-with the right configuration, ie. _Release_ vs. _Debug_. When unsure, choose _Release_.
+with the right configuration, i.e. _Release_ vs. _Debug_. When unsure, choose _Release_.
Note that you won't be able to build a _Debug_ variant against a _Release_-only dependencies package.
#### Installing using the `INSTALL` project
Slic3r PE can be run from the Visual Studio or from Visual Studio's build directory (`src\Release` or `src\Debug`),
-but for longer-term usage you migth want to install somewhere using the `INSTALL` project.
+but for longer-term usage you might want to install somewhere using the `INSTALL` project.
By default, this installs into `C:\Program Files\Slic3r`.
To customize the install path, use the `-DCMAKE_INSTALL_PREFIX=<path of your choice>` when invoking `cmake`.
@@ -91,7 +91,7 @@ You can also use the Visual Studio GUI or other generators as mentioned above.
The `DESTDIR` option is the location where the bundle will be installed.
This may be customized. If you leave it empty, the `DESTDIR` will be places inside the same `build` directory.
-Note that the build variant that you may choose using Visual Studio (ie. _Release_ or _Debug_ etc.) when building the dependency package is **not relevant**.
+Note that the build variant that you may choose using Visual Studio (i.e. _Release_ or _Debug_ etc.) when building the dependency package is **not relevant**.
The dependency build will by default build _both_ the _Release_ and _Debug_ variants regardless of what you choose in Visual Studio.
You can disable building of the debug variant by passing the `-DDEP_DEBUG=OFF` option to CMake, this will only produce a _Release_ build.