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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/user-guide/00-introduction.md | |
| parent | 71f97268789164bd77614636536172ba657c6a57 (diff) | |
docs: Reduce typo count (#5671)
Co-authored-by: Ellie Hermaszewska <ellieh@nvidia.com>
Diffstat (limited to 'docs/user-guide/00-introduction.md')
| -rw-r--r-- | docs/user-guide/00-introduction.md | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/docs/user-guide/00-introduction.md b/docs/user-guide/00-introduction.md index 6bc64dd36..023256b9c 100644 --- a/docs/user-guide/00-introduction.md +++ b/docs/user-guide/00-introduction.md @@ -66,7 +66,7 @@ Who is this guide for? ---------------------- The content of this guide is written for real-time graphics programmers with a moderate or higher experience level. -It assumes the reader has previously used a real-time shading langauge like HLSL, GLSL, or MetalSL together with an API like Direct3D 11/12, Vulkan, or Metal. +It assumes the reader has previously used a real-time shading language like HLSL, GLSL, or MetalSL together with an API like Direct3D 11/12, Vulkan, or Metal. We also assume that the reader is familiar enough with C/C++ to understand code examples and API signatures in those languages. If you are new to programming entirely, this guide is unlikely to be helpful. |
