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| author | cheneym2 <acheney@nvidia.com> | 2024-10-23 23:34:49 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-10-24 11:34:49 +0800 |
| commit | fb50c032959d0f21579e8a6e1a0ab7141c7fbb97 (patch) | |
| tree | 5fabb7e3ca848c3f87bb6d23031a859d170f46c8 /docs/design/interfaces.md | |
| parent | a0bea07503c68160ad2e88986ba98cfc2161bdff (diff) | |
Fix a few documentation typos (#5396)
Diffstat (limited to 'docs/design/interfaces.md')
| -rw-r--r-- | docs/design/interfaces.md | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/docs/design/interfaces.md b/docs/design/interfaces.md index ce6e0be28..29740694e 100644 --- a/docs/design/interfaces.md +++ b/docs/design/interfaces.md @@ -38,7 +38,7 @@ Depending on the scenario, we might be able to generate statically specialized c // ... } -Current shading langauges support neither higher-order functions nor templates/generics, so neither of these options is viable. +Current shading languages support neither higher-order functions nor templates/generics, so neither of these options is viable. Instead practicioners typically use preprocessor techniques to either stich together the final code, or to substitute in different function/type definitions to make a definition like `integrateLighting` reusable. These ad hoc approaches actually work well in practice; we aren't proposing to replace them *just* to make code abstractly "cleaner." |
