mirror of
https://github.com/bkaradzic/bgfx.git
synced 2026-02-17 20:52:36 +01:00
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:
@@ -777,7 +777,7 @@ struct Mesh
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// Submit
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bgfx::submit(_id, _program);
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// Keep track of submited view ids
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// Keep track of submitted view ids
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s_viewMask |= 1 << _id;
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}
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}
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@@ -548,7 +548,7 @@ void submit(bgfx::ViewId _id, bgfx::ProgramHandle _handle, int32_t _depth = 0)
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{
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bgfx::submit(_id, _handle, _depth);
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// Keep track of submited view ids.
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// Keep track of submitted view ids.
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s_viewMask |= 1 << _id;
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}
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@@ -64,10 +64,10 @@ public:
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// Set the number of frames of decay/fade to apply to the scene.
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bool setDecaySteps(int _steps);
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// Set the brightness multipler applied on each decay frame after the first.
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// Set the brightness multiplier applied on each decay frame after the first.
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bool setDecay(float _decay);
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// Set the brightness multipler applied on the first decay frame.
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// Set the brightness multiplier applied on the first decay frame.
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bool setInitialDecay(float _initialDecay);
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// Set a 2d transformation for the display.
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@@ -54,7 +54,7 @@ public:
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, 0
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);
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// ID buffer clears to black, which represnts clicking on nothing (background)
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// ID buffer clears to black, which represents clicking on nothing (background)
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bgfx::setViewClear(RENDER_PASS_ID
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, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
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, 0x000000ff
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@@ -353,8 +353,8 @@ public:
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, BGFX_TEXTURE_RT /* | BGFX_SAMPLER_COMPARE_LEQUAL*/
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); // Note I'm not setting BGFX_SAMPLER_COMPARE_LEQUAL. Why?
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// Normally a PCF shadow map such as this requires a compare. However, this sample also
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// reads from this texture in the lighting pass, and only uses the PCF capabilites in the
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// combine pass, so the flag is disabled by default.
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// reads from this texture in the lighting pass, and only uses the PCF capabilities in
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// the combine pass, so the flag is disabled by default.
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m_shadowBuffer = bgfx::createFrameBuffer(BX_COUNTOF(m_shadowBufferTex), m_shadowBufferTex, true);
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@@ -69,7 +69,7 @@ namespace
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-0.49853f, 0.041556f, 1.057311f,
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};
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// Converts color repesentation from CIE XYZ to RGB color-space.
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// Converts color representation from CIE XYZ to RGB color-space.
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Color xyzToRgb(const Color& xyz)
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{
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Color rgb(bx::init::None);
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@@ -641,7 +641,7 @@ namespace
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* Load the Terrain Program
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*
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* This program renders an adaptive terrain using the implicit subdivision
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* technique discribed in GPU Zen 2.
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* technique described in GPU Zen 2.
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**/
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void loadPrograms()
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{
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@@ -495,7 +495,7 @@ Collapse(struct mesh *M, int uid, int vid) {
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static struct vertex *
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MinimumCostEdge(struct mesh *M) {
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// Find the edge that when collapsed will affect model the least.
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// This funtion actually returns a Vertex, the second vertex
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// This function actually returns a Vertex, the second vertex
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// of the edge (collapse candidate) is stored in the vertex data.
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// Serious optimization opportunity here: this function currently
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// does a sequential search through an unsorted Array :-(
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@@ -823,7 +823,7 @@ public:
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ImGui::Combo("spatial sample extent", &m_spatialSampleType, "three\0five\0\0");
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if (ImGui::IsItemHovered() )
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{
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ImGui::SetTooltip("select 3x3 or 5x5 filter kernal");
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ImGui::SetTooltip("select 3x3 or 5x5 filter kernel");
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}
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ImGui::SliderFloat("sigma z", &m_sigmaDepth, 0.0f, 0.1f, "%.5f");
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@@ -1061,7 +1061,7 @@ public:
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// Shader uniforms
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Uniforms m_uniforms;
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// Uniforms to indentify texture samplers
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// Uniforms to identify texture samplers
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bgfx::UniformHandle s_albedo;
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bgfx::UniformHandle s_color;
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bgfx::UniformHandle s_normal;
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@@ -787,7 +787,7 @@ public:
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// Shader uniforms
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Uniforms m_uniforms;
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// Uniforms to indentify texture samplers
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// Uniforms to identify texture samplers
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bgfx::UniformHandle s_albedo;
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bgfx::UniformHandle s_color;
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bgfx::UniformHandle s_normal;
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@@ -993,7 +993,7 @@ public:
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PassUniforms m_uniforms;
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ModelUniforms m_modelUniforms;
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// Uniforms to indentify texture samplers
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// Uniforms to identify texture samplers
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bgfx::UniformHandle s_albedo;
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bgfx::UniformHandle s_color;
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bgfx::UniformHandle s_normal;
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@@ -179,7 +179,7 @@ namespace
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// Shader uniforms
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ModelUniforms m_modelUniforms;
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// Uniforms to indentify texture samplers
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// Uniforms to identify texture samplers
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bgfx::UniformHandle s_albedo;
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bgfx::UniformHandle s_color;
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bgfx::UniformHandle s_normal;
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@@ -50,7 +50,7 @@
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// A_GLSL .... Using GLSL.
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// A_HLSL .... Using HLSL.
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// A_HLSL_6_2 Using HLSL 6.2 with new 'uint16_t' and related types (requires '-enable-16bit-types').
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// 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)
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// 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)
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// A_GCC ..... Using a GCC compatible compiler (else assume MSVC compatible compiler by default).
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// =======
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// A_BYTE .... Support 8-bit integer.
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@@ -2118,7 +2118,7 @@
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// (b.) For 8-bit 709, steps {0 to 20.7} are in the linear region (8% of the encoding range).
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// Also there is a slight step in the transition regions.
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// Precision of the coefficients in the spec being the likely cause.
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// Main usage case of the sRGB code is to do the linear->sRGB converstion in a compute shader before store.
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// Main usage case of the sRGB code is to do the linear->sRGB conversion in a compute shader before store.
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// This is to work around lack of hardware (typically only ROP does the conversion for free).
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// To "correct" the linear segment, would be to introduce error, because hardware decode of sRGB->linear is fixed (and free).
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// So this header keeps with the spec.
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@@ -68,7 +68,7 @@
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//
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//------------------------------------------------------------------------------------------------------------------------------
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// EASU provides a high quality spatial-only scaling at relatively low cost.
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// Meaning EASU is appropiate for laptops and other low-end GPUs.
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// Meaning EASU is appropriate for laptops and other low-end GPUs.
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// Quality from 1x to 4x area scaling is good.
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//------------------------------------------------------------------------------------------------------------------------------
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// The scalar uses a modified fast approximation to the standard lanczos(size=2) kernel.
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@@ -213,7 +213,7 @@ struct FsrResources
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// Shader uniforms
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Uniforms m_uniforms;
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// Uniforms to indentify texture samplers
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// Uniforms to identify texture samplers
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bgfx::UniformHandle s_inputTexture = BGFX_INVALID_HANDLE;
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};
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@@ -181,7 +181,7 @@ public:
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/// @remark the handle is required to be valid
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const FontInfo& getFontInfo(FontHandle _handle) const;
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/// Return the rendering informations about the glyph region. Load the
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/// Return the rendering information about the glyph region. Load the
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/// glyph from a TrueType font if possible
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///
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const GlyphInfo* getGlyphInfo(FontHandle _handle, CodePoint _codePoint);
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