mirror of
https://github.com/adambard/learnxinyminutes-docs.git
synced 2024-11-22 12:32:09 +03:00
[opengl/en] Fix typos (#5131)
This commit is contained in:
parent
9633245669
commit
fa0e3c632f
@ -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)<br>
|
||||
[glTexImage2D - OpenGL Refpage](https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glTexImage2D.xhtml)<br>
|
||||
@ -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;
|
||||
|
Loading…
Reference in New Issue
Block a user