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| author | Bruce Mitchener <bruce.mitchener@gmail.com> | 2024-11-29 14:02:19 +0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-11-29 15:02:19 +0800 |
| commit | c3557978cf0184aaf75c27c309bc87e84fd6ab79 (patch) | |
| tree | e7372839055ca3a7f2ad7b3aa7c895e428778533 /docs/faq.md | |
| parent | 71f97268789164bd77614636536172ba657c6a57 (diff) | |
docs: Reduce typo count (#5671)
Co-authored-by: Ellie Hermaszewska <ellieh@nvidia.com>
Diffstat (limited to 'docs/faq.md')
| -rw-r--r-- | docs/faq.md | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/docs/faq.md b/docs/faq.md index 5f021d7d0..824d99679 100644 --- a/docs/faq.md +++ b/docs/faq.md @@ -34,7 +34,7 @@ The implementation of Slang has so far focused heavily on the needs of Falcor. ### Won't we all just be using C/C++ for shaders soon? -The great thing about both Vulkan and D3D12 moving to publicly-documented binary intermediate langugaes (SPIR-V and DXIL, respectively) is that there is plenty of room for language innovation on top of these interfaces. +The great thing about both Vulkan and D3D12 moving to publicly-documented binary intermediate languages (SPIR-V and DXIL, respectively) is that there is plenty of room for language innovation on top of these interfaces. Having support for writing GPU shaders in a reasonably-complete C/C++ language would be great. We are supportive of efforts in the "C++ for shaders" direction. |
