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authorDor Shapira <[email protected]>2023-01-25 00:43:09 +0200
committerGitHub <[email protected]>2023-01-24 23:43:09 +0100
commit7cdffcec5274b1ea4505909bc01058091fe906c3 (patch)
treee30bf2ce702bc8f0195170d8429b813e403101ef /src/rlgl.h
parentf68bb8c7077a080cd878c3887cab1b4950b2acca (diff)
downloadraylib-7cdffcec5274b1ea4505909bc01058091fe906c3.tar.gz
raylib-7cdffcec5274b1ea4505909bc01058091fe906c3.zip
fixed typo (#2886)
pilepine=>pipeline chosing=>choosing additioanlly=>additionally attachmment=>attachment initialize=>inititialize Binded=>Bound lattest=>latest hi @raysan5, I ran rlgl.h into some "typo checking" program(basically a JetBrains IDE), and here are all the things that the program was able to spot and fix. as my English isn't really well I would like it if you could check that I didn't make any mistakes in the typo fixing...
Diffstat (limited to 'src/rlgl.h')
-rw-r--r--src/rlgl.h57
1 files changed, 28 insertions, 29 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index 2f1847e0..2b982a9a 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -5,11 +5,11 @@
* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
*
-* When chosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
+* When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
* initialized on rlglInit() to accumulate vertex data.
*
* When an internal state change is required all the stored vertex data is renderer in batch,
-* additioanlly, rlDrawRenderBatchActive() could be called to force flushing of the batch.
+* additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch.
*
* Some additional resources are also loaded for convenience, here the complete list:
* - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
@@ -61,12 +61,11 @@
* When loading a shader, the following vertex attribute and uniform
* location names are tried to be set automatically:
*
-* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0
-* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1
-* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2
-* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3
-* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4
-* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
@@ -505,16 +504,16 @@ typedef enum {
// Framebuffer attachment type
// NOTE: By default up to 8 color channels defined but it can be more
typedef enum {
- RL_ATTACHMENT_COLOR_CHANNEL0 = 0, // Framebuffer attachmment type: color 0
- RL_ATTACHMENT_COLOR_CHANNEL1, // Framebuffer attachmment type: color 1
- RL_ATTACHMENT_COLOR_CHANNEL2, // Framebuffer attachmment type: color 2
- RL_ATTACHMENT_COLOR_CHANNEL3, // Framebuffer attachmment type: color 3
- RL_ATTACHMENT_COLOR_CHANNEL4, // Framebuffer attachmment type: color 4
- RL_ATTACHMENT_COLOR_CHANNEL5, // Framebuffer attachmment type: color 5
- RL_ATTACHMENT_COLOR_CHANNEL6, // Framebuffer attachmment type: color 6
- RL_ATTACHMENT_COLOR_CHANNEL7, // Framebuffer attachmment type: color 7
- RL_ATTACHMENT_DEPTH = 100, // Framebuffer attachmment type: depth
- RL_ATTACHMENT_STENCIL = 200, // Framebuffer attachmment type: stencil
+ RL_ATTACHMENT_COLOR_CHANNEL0 = 0, // Framebuffer attachment type: color 0
+ RL_ATTACHMENT_COLOR_CHANNEL1, // Framebuffer attachment type: color 1
+ RL_ATTACHMENT_COLOR_CHANNEL2, // Framebuffer attachment type: color 2
+ RL_ATTACHMENT_COLOR_CHANNEL3, // Framebuffer attachment type: color 3
+ RL_ATTACHMENT_COLOR_CHANNEL4, // Framebuffer attachment type: color 4
+ RL_ATTACHMENT_COLOR_CHANNEL5, // Framebuffer attachment type: color 5
+ RL_ATTACHMENT_COLOR_CHANNEL6, // Framebuffer attachment type: color 6
+ RL_ATTACHMENT_COLOR_CHANNEL7, // Framebuffer attachment type: color 7
+ RL_ATTACHMENT_DEPTH = 100, // Framebuffer attachment type: depth
+ RL_ATTACHMENT_STENCIL = 200, // Framebuffer attachment type: stencil
} rlFramebufferAttachType;
// Framebuffer texture attachment type
@@ -545,7 +544,7 @@ extern "C" { // Prevents name mangling of functions
RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed
RLAPI void rlPushMatrix(void); // Push the current matrix to stack
-RLAPI void rlPopMatrix(void); // Pop lattest inserted matrix from stack
+RLAPI void rlPopMatrix(void); // Pop latest inserted matrix from stack
RLAPI void rlLoadIdentity(void); // Reset current matrix to identity matrix
RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
RLAPI void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix
@@ -642,7 +641,7 @@ RLAPI void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha,
//------------------------------------------------------------------------------------
// rlgl initialization functions
RLAPI void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
-RLAPI void rlglClose(void); // De-inititialize rlgl (buffers, shaders, textures)
+RLAPI void rlglClose(void); // De-initialize rlgl (buffers, shaders, textures)
RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions (loader function required)
RLAPI int rlGetVersion(void); // Get current OpenGL version
RLAPI void rlSetFramebufferWidth(int width); // Set current framebuffer width
@@ -716,7 +715,7 @@ RLAPI void rlSetShader(unsigned int id, int *locs);
// Compute shader management
RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId); // Load compute shader program
-RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pilepine)
+RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pipeline)
// Shader buffer storage object management (ssbo)
RLAPI unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint); // Load shader storage buffer object (SSBO)
@@ -892,22 +891,22 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
// Default shader vertex attribute names to set location points
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
- #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0
+ #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
- #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1
+ #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
- #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2
+ #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
- #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3
+ #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
- #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4
+ #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
- #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5
+ #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5
#endif
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP
@@ -2767,7 +2766,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
for (int i = 0, vertexOffset = 0; i < batch->drawCounter; i++)
{
- // Bind current draw call texture, activated as GL_TEXTURE0 and binded to sampler2D texture0 by default
+ // Bind current draw call texture, activated as GL_TEXTURE0 and Bound to sampler2D texture0 by default
glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount);
@@ -3856,7 +3855,7 @@ unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
glAttachShader(program, vShaderId);
glAttachShader(program, fShaderId);
- // NOTE: Default attribute shader locations must be binded before linking
+ // NOTE: Default attribute shader locations must be Bound before linking
glBindAttribLocation(program, 0, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
glBindAttribLocation(program, 1, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
glBindAttribLocation(program, 2, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);