diff options
Diffstat (limited to 'opengl.html.markdown')
| -rw-r--r-- | opengl.html.markdown | 14 | 
1 files changed, 7 insertions, 7 deletions
| diff --git a/opengl.html.markdown b/opengl.html.markdown index 83ace3e8..993402f7 100644 --- a/opengl.html.markdown +++ b/opengl.html.markdown @@ -35,7 +35,7 @@ int main() {  		       context };
      window.setVerticalSyncEnabled(true);
      window.setActive(true);
 -    // After that we initialise GLEW and check if an error occured.
 +    // After that we initialise GLEW and check if an error occurred.
      GLenum error;
      glewExperimental = GL_TRUE;
      if ((err = glewInit()) != GLEW_OK)
 @@ -140,7 +140,7 @@ if (logSize > 0) {  }
  ```
 -The same is possibile after <code>glLinkProgram()</code>, just replace <code>glGetShaderiv()</code> with <code>glGetProgramiv()</code>
 +The same is possible after <code>glLinkProgram()</code>, just replace <code>glGetShaderiv()</code> with <code>glGetProgramiv()</code>
  and <code>glGetShaderInfoLog()</code> with <code>glGetProgramInfoLog()</code>.
  ```cpp
 @@ -194,7 +194,7 @@ void main() {  out vec4 outColor;
  void main() {
 -    // We simply set the ouput color to red.
 +    // We simply set the output color to red.
      // The parameters are red, green, blue and alpha.
      outColor = vec4(1.0, 0.0, 0.0, 1.0);
  }
 @@ -233,7 +233,7 @@ glBufferData(GL_ARRAY_BUFFER,     // target buffer  // After filling the VBO link it to the location 0 in our vertex shader,
  // which holds the vertex position.
  // ...
 -// To ask for the attibute location, if you haven't set it:
 +// To ask for the attribute location, if you haven't set it:
  GLint posLocation = glGetAttribLocation(program, "position");
  // ..
  glEnableVertexAttribArray(0);
 @@ -463,7 +463,7 @@ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);  glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(iboData[0]) * iboData.size(),
               iboData.data(), GL_STATIC_DRAW);
  // Next in our render loop, we replace glDrawArrays() with:
 -glDrawElements(GL_TRIANGLES, iboData.size(), GL_UNSINGED_INT, nullptr);
 +glDrawElements(GL_TRIANGLES, iboData.size(), GL_UNSIGNED_INT, nullptr);
  // Remember to delete the allocated memory for the IBO.
  ```
 @@ -535,7 +535,7 @@ glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, nullptr);  // ...
  glBindVertexArray(vao);
  glBindTexture(GL_TEXTURE_2D, texture);
 -glDrawElements(GL_TRIANGLES, iboData.size(), GL_UNSINGED_INT, nullptr);
 +glDrawElements(GL_TRIANGLES, iboData.size(), GL_UNSIGNED_INT, nullptr);
  // ...
  ```
 @@ -673,7 +673,7 @@ glUniformMatrix4fv(modelLocation, 1, GL_FALSE,  ## Geometry Shader
 -Gemoetry shaders were introduced in OpenGL 3.2, they can produce vertices
 +Geometry shaders were introduced in OpenGL 3.2, they can produce vertices
  that are send to the rasterizer. They can also change the primitive type e.g.
  they can take a point as an input and output other primitives.
  Geometry shaders are inbetween the vertex and the fragment shader.
 | 
