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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luzpaz 2024-11-16 11:03:12 -05:00 committed by GitHub
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commit e9c9d711d7
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9 changed files with 10 additions and 10 deletions

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@ -5,7 +5,7 @@ different platforms, writing examples (see [Help Needed](https://github.com/bkar
for ideas), improving documentation, profiling and optimizing, helping for ideas), improving documentation, profiling and optimizing, helping
newcomers, telling others about bgfx, etc. newcomers, telling others about bgfx, etc.
If you have just quick oneliner question it's prefereable to ask it at chat If you have just quick oneliner question it's preferable to ask it at chat
https://discord.gg/9eMbv7J instead opening new issue. https://discord.gg/9eMbv7J instead opening new issue.
## Submitting bugs ## Submitting bugs

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@ -511,7 +511,7 @@ public:
bgfx::setTexture(0, s_normal, bgfx::getTexture(m_gbuffer, GBUFFER_RT_NORMAL) ); // Normal for lighting calculations bgfx::setTexture(0, s_normal, bgfx::getTexture(m_gbuffer, GBUFFER_RT_NORMAL) ); // Normal for lighting calculations
bgfx::setTexture(1, s_depth, bgfx::getTexture(m_gbuffer, GBUFFER_RT_DEPTH) ); // Depth to reconstruct world position bgfx::setTexture(1, s_depth, bgfx::getTexture(m_gbuffer, GBUFFER_RT_DEPTH) ); // Depth to reconstruct world position
// Thse are used in the vert shader // These are used in the vert shader
bgfx::setTexture(2, s_shadowMap, bgfx::getTexture(m_shadowBuffer, SHADOW_RT_DEPTH) ); // Used to place sphere bgfx::setTexture(2, s_shadowMap, bgfx::getTexture(m_shadowBuffer, SHADOW_RT_DEPTH) ); // Used to place sphere
bgfx::setTexture(3, s_rsm, bgfx::getTexture(m_shadowBuffer, SHADOW_RT_RSM) ); // Used to scale/color sphere 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)
} }
} }
bx::debugPrintf("Finising\n"); bx::debugPrintf("Finishing\n");
// Write header // Write header
m_tileDataFile->writeInfo(); m_tileDataFile->writeInfo();
// Close tile file // Close tile file

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@ -50,7 +50,7 @@
struct triangle { struct triangle {
int vertex[3]; // the 3 points (id) that make this tri int vertex[3]; // the 3 points (id) that make this tri
float normal[3]; // unit vector othogonal to this face float normal[3]; // unit vector orthogonal to this face
}; };
struct array { struct array {

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@ -376,7 +376,7 @@ public:
// This is done here for demonstration purposes // This is done here for demonstration purposes
// The model matrix for each instance is also set on compute // The model matrix for each instance is also set on compute
// you could modify this to, eg, do frustrum culling on the GPU // you could modify this to, eg, do frustum culling on the GPU
float ud[4] = { float(m_nDrawElements), float(m_sideSize), float(time), 0 }; float ud[4] = { float(m_nDrawElements), float(m_sideSize), float(time), 0 };
uint32_t numToDraw = (m_sideSize*m_sideSize); 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,
vec2 uv3 = mul(uv - cen3, rot3) + cen3 + hash(vertex3); vec2 uv3 = mul(uv - cen3, rot3) + cen3 + hash(vertex3);
// Fetch input // Fetch input
// We could simply use texture2D function, however, the sreen space derivatives could be broken // We could simply use texture2D function, however, the screen space derivatives could be broken
// since we are using random offsets, we use texture2DGrad to make sure that we pass correct derivatives explicitly. // since we are using random offsets, we use texture2DGrad to make sure that we pass correct derivatives explicitly.
vec4 c1 = texture2DGrad(s_trx_d, uv1, vec4 c1 = texture2DGrad(s_trx_d, uv1,
mul(dSTdx, rot1), mul(dSTdy, rot1)); mul(dSTdx, rot1), mul(dSTdy, rot1));

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@ -336,7 +336,7 @@ namespace entry
m_display = XOpenDisplay(NULL); m_display = XOpenDisplay(NULL);
if (NULL == m_display) if (NULL == m_display)
{ {
// Use `DISPLAY` enviroment variable to pick display. If `DISPLAY` is not set try ":0" // Use `DISPLAY` environment variable to pick display. If `DISPLAY` is not set try ":0"
m_display = XOpenDisplay(":0"); m_display = XOpenDisplay(":0");
if (NULL == m_display) if (NULL == m_display)
{ {

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@ -350,7 +350,7 @@ namespace bgfx
enum Enum enum Enum
{ {
TriListFlipWinding, //!< Flip winding order of triangle list. TriListFlipWinding, //!< Flip winding order of triangle list.
TriStripFlipWinding, //!< Flip winding order of trinagle strip. TriStripFlipWinding, //!< Flip winding order of triangle strip.
TriListToLineList, //!< Convert triangle list to line list. TriListToLineList, //!< Convert triangle list to line list.
TriStripToTriList, //!< Convert triangle strip to triangle list. TriStripToTriList, //!< Convert triangle strip to triangle list.
LineStripToLineList, //!< Convert line strip to line list. 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
if (m_drawable != NULL) if (m_drawable != NULL)
{ {
m_drawableTexture = m_drawable.texture; m_drawableTexture = m_drawable.texture;
retain(m_drawable); // keep alive to be useable at 'flip' retain(m_drawable); // keep alive to be usable at 'flip'
retain(m_drawableTexture); retain(m_drawableTexture);
} }
else else
@ -5141,7 +5141,7 @@ BX_STATIC_ASSERT(BX_COUNTOF(s_accessNames) == Access::Count, "Invalid s_accessNa
BGFX_FATAL( BGFX_FATAL(
false false
, Fatal::DebugCheck , Fatal::DebugCheck
, "Failed to set image with access: %s, format:%s is not supoort" , "Failed to set image with access: %s, format:%s is not supported"
, s_accessNames[bind.m_access] , s_accessNames[bind.m_access]
, bimg::getName(bimg::TextureFormat::Enum(bind.m_format) ) , bimg::getName(bimg::TextureFormat::Enum(bind.m_format) )
); );