Fix various typos (#2719)

Found via `codespell -q 3 -S ./3rdparty,*.ttf -L attribut,ba,clude,conly,indext,inout,lod,nclude,retur,utput`
This commit is contained in:
luzpaz
2022-02-05 14:34:15 -05:00
committed by GitHub
parent e79f92a241
commit 6875e96bcb
27 changed files with 71 additions and 71 deletions

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@@ -777,7 +777,7 @@ struct Mesh
// Submit
bgfx::submit(_id, _program);
// Keep track of submited view ids
// Keep track of submitted view ids
s_viewMask |= 1 << _id;
}
}

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@@ -548,7 +548,7 @@ void submit(bgfx::ViewId _id, bgfx::ProgramHandle _handle, int32_t _depth = 0)
{
bgfx::submit(_id, _handle, _depth);
// Keep track of submited view ids.
// Keep track of submitted view ids.
s_viewMask |= 1 << _id;
}

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@@ -64,10 +64,10 @@ public:
// Set the number of frames of decay/fade to apply to the scene.
bool setDecaySteps(int _steps);
// Set the brightness multipler applied on each decay frame after the first.
// Set the brightness multiplier applied on each decay frame after the first.
bool setDecay(float _decay);
// Set the brightness multipler applied on the first decay frame.
// Set the brightness multiplier applied on the first decay frame.
bool setInitialDecay(float _initialDecay);
// Set a 2d transformation for the display.

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@@ -54,7 +54,7 @@ public:
, 0
);
// ID buffer clears to black, which represnts clicking on nothing (background)
// ID buffer clears to black, which represents clicking on nothing (background)
bgfx::setViewClear(RENDER_PASS_ID
, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
, 0x000000ff

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@@ -353,8 +353,8 @@ public:
, BGFX_TEXTURE_RT /* | BGFX_SAMPLER_COMPARE_LEQUAL*/
); // Note I'm not setting BGFX_SAMPLER_COMPARE_LEQUAL. Why?
// Normally a PCF shadow map such as this requires a compare. However, this sample also
// reads from this texture in the lighting pass, and only uses the PCF capabilites in the
// combine pass, so the flag is disabled by default.
// reads from this texture in the lighting pass, and only uses the PCF capabilities in
// the combine pass, so the flag is disabled by default.
m_shadowBuffer = bgfx::createFrameBuffer(BX_COUNTOF(m_shadowBufferTex), m_shadowBufferTex, true);

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@@ -69,7 +69,7 @@ namespace
-0.49853f, 0.041556f, 1.057311f,
};
// Converts color repesentation from CIE XYZ to RGB color-space.
// Converts color representation from CIE XYZ to RGB color-space.
Color xyzToRgb(const Color& xyz)
{
Color rgb(bx::init::None);

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@@ -641,7 +641,7 @@ namespace
* Load the Terrain Program
*
* This program renders an adaptive terrain using the implicit subdivision
* technique discribed in GPU Zen 2.
* technique described in GPU Zen 2.
**/
void loadPrograms()
{

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@@ -495,7 +495,7 @@ Collapse(struct mesh *M, int uid, int vid) {
static struct vertex *
MinimumCostEdge(struct mesh *M) {
// Find the edge that when collapsed will affect model the least.
// This funtion actually returns a Vertex, the second vertex
// This function actually returns a Vertex, the second vertex
// of the edge (collapse candidate) is stored in the vertex data.
// Serious optimization opportunity here: this function currently
// does a sequential search through an unsorted Array :-(

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@@ -823,7 +823,7 @@ public:
ImGui::Combo("spatial sample extent", &m_spatialSampleType, "three\0five\0\0");
if (ImGui::IsItemHovered() )
{
ImGui::SetTooltip("select 3x3 or 5x5 filter kernal");
ImGui::SetTooltip("select 3x3 or 5x5 filter kernel");
}
ImGui::SliderFloat("sigma z", &m_sigmaDepth, 0.0f, 0.1f, "%.5f");
@@ -1061,7 +1061,7 @@ public:
// Shader uniforms
Uniforms m_uniforms;
// Uniforms to indentify texture samplers
// Uniforms to identify texture samplers
bgfx::UniformHandle s_albedo;
bgfx::UniformHandle s_color;
bgfx::UniformHandle s_normal;

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@@ -787,7 +787,7 @@ public:
// Shader uniforms
Uniforms m_uniforms;
// Uniforms to indentify texture samplers
// Uniforms to identify texture samplers
bgfx::UniformHandle s_albedo;
bgfx::UniformHandle s_color;
bgfx::UniformHandle s_normal;

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@@ -993,7 +993,7 @@ public:
PassUniforms m_uniforms;
ModelUniforms m_modelUniforms;
// Uniforms to indentify texture samplers
// Uniforms to identify texture samplers
bgfx::UniformHandle s_albedo;
bgfx::UniformHandle s_color;
bgfx::UniformHandle s_normal;

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@@ -179,7 +179,7 @@ namespace
// Shader uniforms
ModelUniforms m_modelUniforms;
// Uniforms to indentify texture samplers
// Uniforms to identify texture samplers
bgfx::UniformHandle s_albedo;
bgfx::UniformHandle s_color;
bgfx::UniformHandle s_normal;

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@@ -50,7 +50,7 @@
// A_GLSL .... Using GLSL.
// A_HLSL .... Using HLSL.
// A_HLSL_6_2 Using HLSL 6.2 with new 'uint16_t' and related types (requires '-enable-16bit-types').
// A_NO_16_BIT_CAST Don't use instructions that are not availabe in SPIR-V (needed for running A_HLSL_6_2 on Vulkan)
// A_NO_16_BIT_CAST Don't use instructions that are not available in SPIR-V (needed for running A_HLSL_6_2 on Vulkan)
// A_GCC ..... Using a GCC compatible compiler (else assume MSVC compatible compiler by default).
// =======
// A_BYTE .... Support 8-bit integer.
@@ -2118,7 +2118,7 @@
// (b.) For 8-bit 709, steps {0 to 20.7} are in the linear region (8% of the encoding range).
// Also there is a slight step in the transition regions.
// Precision of the coefficients in the spec being the likely cause.
// Main usage case of the sRGB code is to do the linear->sRGB converstion in a compute shader before store.
// Main usage case of the sRGB code is to do the linear->sRGB conversion in a compute shader before store.
// This is to work around lack of hardware (typically only ROP does the conversion for free).
// To "correct" the linear segment, would be to introduce error, because hardware decode of sRGB->linear is fixed (and free).
// So this header keeps with the spec.

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@@ -68,7 +68,7 @@
//
//------------------------------------------------------------------------------------------------------------------------------
// EASU provides a high quality spatial-only scaling at relatively low cost.
// Meaning EASU is appropiate for laptops and other low-end GPUs.
// Meaning EASU is appropriate for laptops and other low-end GPUs.
// Quality from 1x to 4x area scaling is good.
//------------------------------------------------------------------------------------------------------------------------------
// The scalar uses a modified fast approximation to the standard lanczos(size=2) kernel.

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@@ -213,7 +213,7 @@ struct FsrResources
// Shader uniforms
Uniforms m_uniforms;
// Uniforms to indentify texture samplers
// Uniforms to identify texture samplers
bgfx::UniformHandle s_inputTexture = BGFX_INVALID_HANDLE;
};

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@@ -181,7 +181,7 @@ public:
/// @remark the handle is required to be valid
const FontInfo& getFontInfo(FontHandle _handle) const;
/// Return the rendering informations about the glyph region. Load the
/// Return the rendering information about the glyph region. Load the
/// glyph from a TrueType font if possible
///
const GlyphInfo* getGlyphInfo(FontHandle _handle, CodePoint _codePoint);