summaryrefslogtreecommitdiffstats
path: root/docs/faq.md
diff options
context:
space:
mode:
authorMatthew Moulton <30711895+mmoult@users.noreply.github.com>2024-06-07 10:47:17 -0500
committerGitHub <noreply@github.com>2024-06-07 08:47:17 -0700
commit78d34f3b3cec6222f87fc69eddfe66f3fc91b1cf (patch)
tree3e3b2596e401c722de7c84b1e35a923d2051d0a7 /docs/faq.md
parent7c6faf62158eed309f01bbef8a7b88e0c36459c7 (diff)
Improve documentation and example formatting consistency (#4299)
* Improve doc and example consistency Improve consistency of formatting in example shaders and remove trailing spaces in documentation files. Fix minor typos.
Diffstat (limited to 'docs/faq.md')
-rw-r--r--docs/faq.md4
1 files changed, 2 insertions, 2 deletions
diff --git a/docs/faq.md b/docs/faq.md
index 2859eebf1..5f021d7d0 100644
--- a/docs/faq.md
+++ b/docs/faq.md
@@ -4,11 +4,11 @@ Frequently Asked Questions
### How did this project start?
The Slang project forked off from the ["Spire"](https://github.com/spire-lang/spire) shading language research project.
-In particular, Slang aims to take the lessons learned in that research effort (about how to make more productive shader compilation languages and tools) and apply them to a stystem that is easier to adopt, and hopefully moreamenable to production use.
+In particular, Slang aims to take the lessons learned in that research effort (about how to make more productive shader compilation languages and tools) and apply them to a stystem that is easier to adopt, and hopefully more amenable to production use.
### Why should I use Slang instead of glslang, hlsl2glslfork, the Microsoft open-source HLSL compiler, etc.?
-If you are mostly just shoping around for a tool to get HLSL shaders working on other graphics APIs, then [this](http://aras-p.info/blog/2014/03/28/cross-platform-shaders-in-2014/) blog post is probably a good place to start.
+If you are mostly just shopping around for a tool to get HLSL shaders working on other graphics APIs, then [this](http://aras-p.info/blog/2014/03/28/cross-platform-shaders-in-2014/) blog post is probably a good place to start.
If one of those tools meets your requirements, then you should probably use it.
Slang is a small project, and early in development, so you might find that you hit fewer bumps in the road with one of the more established tools out there.