diff --git a/includes/learnopengl/shader.h b/includes/learnopengl/shader.h index 1ac9dbe..1104233 100644 --- a/includes/learnopengl/shader.h +++ b/includes/learnopengl/shader.h @@ -89,7 +89,7 @@ public: glAttachShader(ID, geometry); glLinkProgram(ID); checkCompileErrors(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(vertex); glDeleteShader(fragment); if(geometryPath != nullptr) diff --git a/includes/learnopengl/shader_c.h b/includes/learnopengl/shader_c.h index 5415548..d44581d 100644 --- a/includes/learnopengl/shader_c.h +++ b/includes/learnopengl/shader_c.h @@ -53,7 +53,7 @@ public: glAttachShader(ID, compute); glLinkProgram(ID); checkCompileErrors(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(compute); } // activate the shader diff --git a/includes/learnopengl/shader_m.h b/includes/learnopengl/shader_m.h index b554064..d5e90f0 100644 --- a/includes/learnopengl/shader_m.h +++ b/includes/learnopengl/shader_m.h @@ -65,7 +65,7 @@ public: glAttachShader(ID, fragment); glLinkProgram(ID); checkCompileErrors(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(vertex); glDeleteShader(fragment); diff --git a/includes/learnopengl/shader_t.h b/includes/learnopengl/shader_t.h index 6afa586..77468e6 100644 --- a/includes/learnopengl/shader_t.h +++ b/includes/learnopengl/shader_t.h @@ -133,7 +133,7 @@ public: glAttachShader(ID, tessEval); glLinkProgram(ID); checkCompileErrors(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(vertex); glDeleteShader(fragment); if(geometryPath != nullptr)