Fix various typos (#3377)
Found via `codespell -q 3 -S "./3rdparty,*.ttf,*.bin,./examples/common/imgui,./examples/common/font" -L attribut,ba,clude,conly,constan,espace,hashin,indext,inout,lod,nclude,retur,ser,sroll,struc,te,truct,unknwn,usin,utput,varyin`
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@ -5,7 +5,7 @@ different platforms, writing examples (see [Help Needed](https://github.com/bkar
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for ideas), improving documentation, profiling and optimizing, helping
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for ideas), improving documentation, profiling and optimizing, helping
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newcomers, telling others about bgfx, etc.
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newcomers, telling others about bgfx, etc.
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If you have just quick oneliner question it's prefereable to ask it at chat
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If you have just quick oneliner question it's preferable to ask it at chat
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https://discord.gg/9eMbv7J instead opening new issue.
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https://discord.gg/9eMbv7J instead opening new issue.
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## Submitting bugs
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## Submitting bugs
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@ -511,7 +511,7 @@ public:
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bgfx::setTexture(0, s_normal, bgfx::getTexture(m_gbuffer, GBUFFER_RT_NORMAL) ); // Normal for lighting calculations
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bgfx::setTexture(0, s_normal, bgfx::getTexture(m_gbuffer, GBUFFER_RT_NORMAL) ); // Normal for lighting calculations
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bgfx::setTexture(1, s_depth, bgfx::getTexture(m_gbuffer, GBUFFER_RT_DEPTH) ); // Depth to reconstruct world position
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bgfx::setTexture(1, s_depth, bgfx::getTexture(m_gbuffer, GBUFFER_RT_DEPTH) ); // Depth to reconstruct world position
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// Thse are used in the vert shader
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// These are used in the vert shader
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bgfx::setTexture(2, s_shadowMap, bgfx::getTexture(m_shadowBuffer, SHADOW_RT_DEPTH) ); // Used to place sphere
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bgfx::setTexture(2, s_shadowMap, bgfx::getTexture(m_shadowBuffer, SHADOW_RT_DEPTH) ); // Used to place sphere
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bgfx::setTexture(3, s_rsm, bgfx::getTexture(m_shadowBuffer, SHADOW_RT_RSM) ); // Used to scale/color sphere
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bgfx::setTexture(3, s_rsm, bgfx::getTexture(m_shadowBuffer, SHADOW_RT_RSM) ); // Used to scale/color sphere
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@ -1263,7 +1263,7 @@ bool TileGenerator::generate(const bx::FilePath& _filePath)
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}
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}
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}
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}
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bx::debugPrintf("Finising\n");
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bx::debugPrintf("Finishing\n");
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// Write header
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// Write header
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m_tileDataFile->writeInfo();
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m_tileDataFile->writeInfo();
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// Close tile file
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// Close tile file
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@ -50,7 +50,7 @@
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struct triangle {
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struct triangle {
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int vertex[3]; // the 3 points (id) that make this tri
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int vertex[3]; // the 3 points (id) that make this tri
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float normal[3]; // unit vector othogonal to this face
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float normal[3]; // unit vector orthogonal to this face
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};
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};
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struct array {
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struct array {
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@ -376,7 +376,7 @@ public:
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// This is done here for demonstration purposes
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// This is done here for demonstration purposes
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// The model matrix for each instance is also set on compute
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// The model matrix for each instance is also set on compute
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// you could modify this to, eg, do frustrum culling on the GPU
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// you could modify this to, eg, do frustum culling on the GPU
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float ud[4] = { float(m_nDrawElements), float(m_sideSize), float(time), 0 };
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float ud[4] = { float(m_nDrawElements), float(m_sideSize), float(time), 0 };
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uint32_t numToDraw = (m_sideSize*m_sideSize);
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uint32_t numToDraw = (m_sideSize*m_sideSize);
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@ -157,7 +157,7 @@ void hex2colTex(out vec4 color, out vec3 weights, vec2 uv,
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vec2 uv3 = mul(uv - cen3, rot3) + cen3 + hash(vertex3);
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vec2 uv3 = mul(uv - cen3, rot3) + cen3 + hash(vertex3);
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// Fetch input
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// Fetch input
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// We could simply use texture2D function, however, the sreen space derivatives could be broken
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// We could simply use texture2D function, however, the screen space derivatives could be broken
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// since we are using random offsets, we use texture2DGrad to make sure that we pass correct derivatives explicitly.
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// since we are using random offsets, we use texture2DGrad to make sure that we pass correct derivatives explicitly.
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vec4 c1 = texture2DGrad(s_trx_d, uv1,
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vec4 c1 = texture2DGrad(s_trx_d, uv1,
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mul(dSTdx, rot1), mul(dSTdy, rot1));
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mul(dSTdx, rot1), mul(dSTdy, rot1));
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@ -336,7 +336,7 @@ namespace entry
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m_display = XOpenDisplay(NULL);
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m_display = XOpenDisplay(NULL);
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if (NULL == m_display)
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if (NULL == m_display)
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{
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{
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// Use `DISPLAY` enviroment variable to pick display. If `DISPLAY` is not set try ":0"
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// Use `DISPLAY` environment variable to pick display. If `DISPLAY` is not set try ":0"
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m_display = XOpenDisplay(":0");
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m_display = XOpenDisplay(":0");
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if (NULL == m_display)
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if (NULL == m_display)
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{
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{
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@ -350,7 +350,7 @@ namespace bgfx
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enum Enum
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enum Enum
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{
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{
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TriListFlipWinding, //!< Flip winding order of triangle list.
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TriListFlipWinding, //!< Flip winding order of triangle list.
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TriStripFlipWinding, //!< Flip winding order of trinagle strip.
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TriStripFlipWinding, //!< Flip winding order of triangle strip.
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TriListToLineList, //!< Convert triangle list to line list.
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TriListToLineList, //!< Convert triangle list to line list.
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TriStripToTriList, //!< Convert triangle strip to triangle list.
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TriStripToTriList, //!< Convert triangle strip to triangle list.
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LineStripToLineList, //!< Convert line strip to line list.
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LineStripToLineList, //!< Convert line strip to line list.
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@ -3792,7 +3792,7 @@ BX_STATIC_ASSERT(BX_COUNTOF(s_accessNames) == Access::Count, "Invalid s_accessNa
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if (m_drawable != NULL)
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if (m_drawable != NULL)
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{
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{
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m_drawableTexture = m_drawable.texture;
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m_drawableTexture = m_drawable.texture;
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retain(m_drawable); // keep alive to be useable at 'flip'
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retain(m_drawable); // keep alive to be usable at 'flip'
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retain(m_drawableTexture);
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retain(m_drawableTexture);
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}
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}
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else
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else
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@ -5141,7 +5141,7 @@ BX_STATIC_ASSERT(BX_COUNTOF(s_accessNames) == Access::Count, "Invalid s_accessNa
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BGFX_FATAL(
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BGFX_FATAL(
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false
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false
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, Fatal::DebugCheck
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, Fatal::DebugCheck
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, "Failed to set image with access: %s, format:%s is not supoort"
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, "Failed to set image with access: %s, format:%s is not supported"
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, s_accessNames[bind.m_access]
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, s_accessNames[bind.m_access]
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, bimg::getName(bimg::TextureFormat::Enum(bind.m_format) )
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, bimg::getName(bimg::TextureFormat::Enum(bind.m_format) )
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);
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);
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