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