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); glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDisable(GL_DEPTH_TEST); // disable depth test so screen-space quad isn't discarded due to depth test. glDisable(GL_DEPTH_TEST); // disable depth test so screen-space quad isn't discarded due to depth test.
// clear all relevant buffers // 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); glClear(GL_COLOR_BUFFER_BIT);
screenShader.use(); screenShader.use();

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

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@@ -97,7 +97,7 @@ int main()
unsigned int hdrFBO; unsigned int hdrFBO;
glGenFramebuffers(1, &hdrFBO); glGenFramebuffers(1, &hdrFBO);
glBindFramebuffer(GL_FRAMEBUFFER, 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]; unsigned int colorBuffers[2];
glGenTextures(2, colorBuffers); glGenTextures(2, colorBuffers);
for (unsigned int i = 0; i < 2; i++) 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_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_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_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); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// generate mipmaps for the cubemap so OpenGL automatically allocates the required memory. // generate mipmaps for the cubemap so OpenGL automatically allocates the required memory.
glGenerateMipmap(GL_TEXTURE_CUBE_MAP); 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_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_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_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); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// generate mipmaps for the cubemap so OpenGL automatically allocates the required memory. // generate mipmaps for the cubemap so OpenGL automatically allocates the required memory.
glGenerateMipmap(GL_TEXTURE_CUBE_MAP); 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::istringstream sstream(line);
std::vector<unsigned int> row; 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); row.push_back(tileCode);
tileData.push_back(row); tileData.push_back(row);
} }

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

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@@ -14,7 +14,7 @@
#include <iostream> #include <iostream>
// GLFW function declerations // GLFW function declarations
void framebuffer_size_callback(GLFWwindow* window, int width, int height); void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode); 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); glAttachShader(this->ID, gShader);
glLinkProgram(this->ID); glLinkProgram(this->ID);
checkCompileErrors(this->ID, "PROGRAM"); 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(sVertex);
glDeleteShader(sFragment); glDeleteShader(sFragment);
if (geometrySource != nullptr) if (geometrySource != nullptr)