From fa0e3c632f952ca58d14a398c737c4ee650031ed Mon Sep 17 00:00:00 2001
From: Jan Knobloch <116908874+jk4e@users.noreply.github.com>
Date: Tue, 1 Oct 2024 01:03:06 +0200
Subject: [PATCH] [opengl/en] Fix typos (#5131)
---
opengl.html.markdown | 10 +++++-----
1 file changed, 5 insertions(+), 5 deletions(-)
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;