misc. typo fixes

mostly non-user-facing but some doxy.
This commit is contained in:
luzpaz
2017-08-15 12:23:49 -04:00
parent 7b2dbc603c
commit 2cd31f65e4
48 changed files with 81 additions and 81 deletions

View File

@@ -32,10 +32,10 @@
/// with a different texture. Generally speaking in broad terms
/// driver overhead tends to be a huge bottle neck on modern
/// hardware (as of late 2016). By using bindless textures
/// we can remove alot of calls to the driver to switch active
/// we can remove a lot of calls to the driver to switch active
/// textures while rendering. What this also allows us to do
/// is to consolidate more objects + draw states as we do
/// not need to change textures, this save us alot of calls to
/// not need to change textures, this save us a lot of calls to
/// the driver.
///
/// This example combines instancing with bindless textures
@@ -43,7 +43,7 @@
/// a pretty simplified example, where each instance ID is
/// used as a index into the array of textures.
///
/// One of the powerfull things about bindless textures is it allows
/// One of the powerful things about bindless textures is it allows
/// many more objects to be combined into a single drawable.
/// However to do this you may need to add an attribute to
/// use an index into the array of texture handles, and not
@@ -261,7 +261,7 @@ void BindlessTexture::setBidlessIndex(unsigned int index){
_bindlessIndex = index;
}
/// Just as the name suggest this should be called once per
/// context, durring its lifetime. This basically
/// context, during its lifetime. This basically
/// just sets up our texture handles, and loads them
/// into our UBO. A good portion of this was copied from
/// Texture2D::apply, this is in no ways a general solution.
@@ -326,7 +326,7 @@ void BindlessTexture::apply(osg::State& state) const
applyOnce(state);
_isBound[contextID] = true;
}else{
//we should mostly hit this durring the lifetime of this object,
//we should mostly hit this during the lifetime of this object,
//note we basically do nothing......
}
}