diff --git a/opengl.html.markdown b/opengl.html.markdown index 03e37c5c..46abfedb 100644 --- a/opengl.html.markdown +++ b/opengl.html.markdown @@ -161,7 +161,7 @@ sf::Event event{ }; // ... ``` -Ofcourse we have to create the vertex and fragment shader before we can load them, +Of course we have to create the vertex and fragment shader before we can load them, so lets create two basic shaders. **Vertex Shader** @@ -342,7 +342,7 @@ void main() { We define a new input variable ```color``` which represents our color data, this data is passed on to ```fColor```, which is an output variable of our vertex shader and becomes an input variable for our fragment shader. -It is imporatant that variables passed between shaders have the exact same name +It is important that variables passed between shaders have the exact same name and type. ## Handling VBO's @@ -501,7 +501,7 @@ glBindTexture(GL_TEXTURE_2D, 0); glDeleteTextures(1, &texture); ``` -Ofcourse there are more texture formats than only 2D textures, +Of course there are more texture formats than only 2D textures, You can find further information on parameters here: [glBindTexture - OpenGL Refpage](https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glBindTexture.xhtml)
[glTexImage2D - OpenGL Refpage](https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glTexImage2D.xhtml)
@@ -574,7 +574,7 @@ in vec2 fTexCoords; out vec4 outColor; void main() { - // texture() loads the current texure data at the specified texture coords, + // texture() loads the current texture data at the specified texture coords, // then we can simply multiply them by our color. outColor = texture(tex, fTexCoords) * vec4(fColor, 1.0); } @@ -685,7 +685,7 @@ Geometry shaders are inbetween the vertex and the fragment shader. layout(location = 0) in vec3 position; layout(location = 1) in vec3 color; -// Create an output interface block passed to the next shadaer stage. +// Create an output interface block passed to the next shader stage. // Interface blocks can be used to structure data passed between shaders. out VS_OUT { vec3 color;