diff --git a/src/4.advanced_opengl/5.1.framebuffers/framebuffers.cpp b/src/4.advanced_opengl/5.1.framebuffers/framebuffers.cpp index c6279df..8b187cf 100644 --- a/src/4.advanced_opengl/5.1.framebuffers/framebuffers.cpp +++ b/src/4.advanced_opengl/5.1.framebuffers/framebuffers.cpp @@ -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(); diff --git a/src/7.in_practice/3.2d_game/0.full_source/shader.cpp b/src/7.in_practice/3.2d_game/0.full_source/shader.cpp index d43154a..140b04f 100644 --- a/src/7.in_practice/3.2d_game/0.full_source/shader.cpp +++ b/src/7.in_practice/3.2d_game/0.full_source/shader.cpp @@ -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)