necessery -> necessary

This commit is contained in:
Jane Doe
2020-10-04 09:44:29 -07:00
parent b1e0d26d35
commit 2753224137
2 changed files with 2 additions and 2 deletions

View File

@@ -273,7 +273,7 @@ int main()
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDisable(GL_DEPTH_TEST); // disable depth test so screen-space quad isn't discarded due to depth test.
// clear all relevant buffers
glClearColor(1.0f, 1.0f, 1.0f, 1.0f); // set clear color to white (not really necessery actually, since we won't be able to see behind the quad anyways)
glClearColor(1.0f, 1.0f, 1.0f, 1.0f); // set clear color to white (not really necessary actually, since we won't be able to see behind the quad anyways)
glClear(GL_COLOR_BUFFER_BIT);
screenShader.use();

View File

@@ -45,7 +45,7 @@ void Shader::Compile(const char* vertexSource, const char* fragmentSource, const
glAttachShader(this->ID, gShader);
glLinkProgram(this->ID);
checkCompileErrors(this->ID, "PROGRAM");
// delete the shaders as they're linked into our program now and no longer necessery
// delete the shaders as they're linked into our program now and no longer necessary
glDeleteShader(sVertex);
glDeleteShader(sFragment);
if (geometrySource != nullptr)