Fix typos (#2839)
Found via `codespell -q 3 -S ./3rdparty,*.ttf -L attribut,ba,clude,conly,indext,inout,lod,nclude,retur,struc,unknwn,utput`
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@ -52,7 +52,7 @@ Download AndroidNDK:
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- https://developer.android.com/tools/sdk/ndk/index.html
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Set following enironment variables:
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Set following environment variables:
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::
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@ -231,7 +231,7 @@ Shadow volumes.
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60Hz
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^^^^
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Draw stress is CPU stress test to show what is the maximimum number of
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Draw stress is CPU stress test to show what is the maximum number of
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draw calls while maintaining 60Hz frame rate. bgfx currently has default
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limit of 64K draw calls per frame. You can increase this limit by
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changing ``BGFX_CONFIG_MAX_DRAW_CALLS``.
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@ -374,7 +374,7 @@ To test browsers in 60Hz mode following changes were made:
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^^^^^^^^^^^^^^^^^^^^^^^^
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By default browsers are using vsync, and don't have option to turn it
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off programatically.
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off programmatically.
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+----------------+------------+------------+--------------------------+-------+----------+
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| CPU | Renderer | GPU | Arch/Compiler/OS | Dim | Calls |
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@ -169,7 +169,7 @@ device or OpenGL context.
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For more info see: :doc:`bgfx`.
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.. note:: You can use ``--with-sdl`` when runnning GENie to enable SDL2 integration with examples:
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.. note:: You can use ``--with-sdl`` when running GENie to enable SDL2 integration with examples:
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``genie --with-sdl vs2012``
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.. note:: ``--with-glfw`` is also available, but it's just simple stub to be used to test GLFW
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@ -73,7 +73,7 @@ Some differences between bgfx's shaderc flavor of GLSL and vanilla GLSL:
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instead of using ``attribute/in`` and ``varying/in/out``.
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This file cannot include comments, and typically only one is necessary.
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- ``$input/$output`` tokens corresponding to inputs and outputs defined in
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``varying.def.sc`` must be used at the begining of shader.
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``varying.def.sc`` must be used at the beginning of shader.
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For more info, see the `shader helper macros
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<https://github.com/bkaradzic/bgfx/blob/master/src/bgfx_shader.sh>`__.
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@ -408,7 +408,7 @@ NVGpaint nvgBoxGradient(NVGcontext* ctx, float x, float y, float w, float h,
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NVGpaint nvgRadialGradient(NVGcontext* ctx, float cx, float cy, float inr, float outr,
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NVGcolor icol, NVGcolor ocol);
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// Creates and returns an image patter. Parameters (ox,oy) specify the left-top location of the image pattern,
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// Creates and returns an image pattern. Parameters (ox,oy) specify the left-top location of the image pattern,
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// (ex,ey) the size of one image, angle rotation around the top-left corner, image is handle to the image to render.
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// The gradient is transformed by the current transform when it is passed to nvgFillPaint() or nvgStrokePaint().
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NVGpaint nvgImagePattern(NVGcontext* ctx, float ox, float oy, float ex, float ey,
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@ -407,7 +407,7 @@ function converter.funcs(params)
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return
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end
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-- skipp for now, don't know how to handle variadic functions
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-- skip for now, don't know how to handle variadic functions
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if func.cname == "dbg_text_printf" or func.cname == "dbg_text_vprintf" then
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return
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end
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@ -1760,7 +1760,7 @@ BX_STATIC_ASSERT(BX_COUNTOF(s_accessNames) == Access::Count, "Invalid s_accessNa
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void setFrameBuffer(RenderPassDescriptor _renderPassDescriptor, FrameBufferHandle _fbh, bool _msaa = true)
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{
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// reslove framebuffer
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// resolve framebuffer
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if (isValid(m_fbh) && m_fbh.idx != _fbh.idx)
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{
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FrameBufferMtl& frameBuffer = m_frameBuffers[m_fbh.idx];
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@ -1235,7 +1235,7 @@ namespace bgfx
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// 0 1 2 3
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// 76543210765432107654321076543210
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// ........ iiiii...........
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// ^---------------- Interploation
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// ^---------------- Interpolation
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_instruction.interpolation = DxbcInterpolation::Enum( (token & UINT32_C(0x0000f800) ) >> 11);
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break;
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