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/5.advanced_lighting/3.3.csm/csm.cpp b/src/5.advanced_lighting/3.3.csm/csm.cpp index 13bbe5c..4d0ebc5 100644 --- a/src/5.advanced_lighting/3.3.csm/csm.cpp +++ b/src/5.advanced_lighting/3.3.csm/csm.cpp @@ -12,7 +12,7 @@ #include #include -// GLM Mathemtics +// GLM Mathematics #include #include #include diff --git a/src/5.advanced_lighting/7.bloom/bloom.cpp b/src/5.advanced_lighting/7.bloom/bloom.cpp index 31b489a..82b3e03 100644 --- a/src/5.advanced_lighting/7.bloom/bloom.cpp +++ b/src/5.advanced_lighting/7.bloom/bloom.cpp @@ -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++) diff --git a/src/6.pbr/2.2.1.ibl_specular/ibl_specular.cpp b/src/6.pbr/2.2.1.ibl_specular/ibl_specular.cpp index b44955c..5b38b95 100644 --- a/src/6.pbr/2.2.1.ibl_specular/ibl_specular.cpp +++ b/src/6.pbr/2.2.1.ibl_specular/ibl_specular.cpp @@ -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); diff --git a/src/6.pbr/2.2.2.ibl_specular_textured/ibl_specular_textured.cpp b/src/6.pbr/2.2.2.ibl_specular_textured/ibl_specular_textured.cpp index 3ac8794..c22aa9d 100644 --- a/src/6.pbr/2.2.2.ibl_specular_textured/ibl_specular_textured.cpp +++ b/src/6.pbr/2.2.2.ibl_specular_textured/ibl_specular_textured.cpp @@ -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); diff --git a/src/7.in_practice/3.2d_game/0.full_source/game_level.cpp b/src/7.in_practice/3.2d_game/0.full_source/game_level.cpp index a56c7d3..922d86c 100644 --- a/src/7.in_practice/3.2d_game/0.full_source/game_level.cpp +++ b/src/7.in_practice/3.2d_game/0.full_source/game_level.cpp @@ -28,7 +28,7 @@ void GameLevel::Load(const char *file, unsigned int levelWidth, unsigned int lev { std::istringstream sstream(line); std::vector 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); } diff --git a/src/7.in_practice/3.2d_game/0.full_source/program.cpp b/src/7.in_practice/3.2d_game/0.full_source/program.cpp index 23ec0eb..3a6ab3c 100644 --- a/src/7.in_practice/3.2d_game/0.full_source/program.cpp +++ b/src/7.in_practice/3.2d_game/0.full_source/program.cpp @@ -14,7 +14,7 @@ #include -// 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); diff --git a/src/7.in_practice/3.2d_game/0.full_source/progress/2.program.cpp b/src/7.in_practice/3.2d_game/0.full_source/progress/2.program.cpp index 11b0b2e..4888327 100644 --- a/src/7.in_practice/3.2d_game/0.full_source/progress/2.program.cpp +++ b/src/7.in_practice/3.2d_game/0.full_source/progress/2.program.cpp @@ -14,7 +14,7 @@ #include -// 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); 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)