Merge pull request #200 from github-jane-doe/public/typos

Typos
This commit is contained in:
Joey de Vries
2020-10-04 18:59:26 +02:00
committed by GitHub
9 changed files with 9 additions and 9 deletions

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@@ -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();

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@@ -12,7 +12,7 @@
#include <learnopengl/shader.h>
#include <learnopengl/camera.h>
// GLM Mathemtics
// GLM Mathematics
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

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@@ -97,7 +97,7 @@ int main()
unsigned int hdrFBO;
glGenFramebuffers(1, &hdrFBO);
glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO);
// create 2 floating point color buffers (1 for normal rendering, other for brightness treshold values)
// create 2 floating point color buffers (1 for normal rendering, other for brightness threshold values)
unsigned int colorBuffers[2];
glGenTextures(2, colorBuffers);
for (unsigned int i = 0; i < 2; i++)

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@@ -259,7 +259,7 @@ int main()
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // be sure to set minifcation filter to mip_linear
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // be sure to set minification filter to mip_linear
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// generate mipmaps for the cubemap so OpenGL automatically allocates the required memory.
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);

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@@ -296,7 +296,7 @@ int main()
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // be sure to set minifcation filter to mip_linear
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // be sure to set minification filter to mip_linear
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// generate mipmaps for the cubemap so OpenGL automatically allocates the required memory.
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);

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@@ -28,7 +28,7 @@ void GameLevel::Load(const char *file, unsigned int levelWidth, unsigned int lev
{
std::istringstream sstream(line);
std::vector<unsigned int> row;
while (sstream >> tileCode) // read each word seperated by spaces
while (sstream >> tileCode) // read each word separated by spaces
row.push_back(tileCode);
tileData.push_back(row);
}

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@@ -14,7 +14,7 @@
#include <iostream>
// GLFW function declerations
// GLFW function declarations
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);

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@@ -14,7 +14,7 @@
#include <iostream>
// GLFW function declerations
// GLFW function declarations
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);

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@@ -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)