diff options
| -rw-r--r-- | examples/triangle/main.cpp | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/examples/triangle/main.cpp b/examples/triangle/main.cpp index 6fd36f72d..4d4779f73 100644 --- a/examples/triangle/main.cpp +++ b/examples/triangle/main.cpp @@ -83,14 +83,14 @@ struct HelloWorld : public WindowedAppBase } // The main task an application cares about is compiling shader code - // from souce (if needed) and loading it through the chosen graphics API. + // from source (if needed) and loading it through the chosen graphics API. // // In addition, an application may want to receive reflection information // about the program, which is what a `slang::ProgramLayout` provides. // gfx::Result loadShaderProgram(gfx::IDevice* device, gfx::IShaderProgram** outProgram) { - // We need to obatin a compilation session (`slang::ISession`) that will provide + // We need to obtain a compilation session (`slang::ISession`) that will provide // a scope to all the compilation and loading of code we do. // // Our example application uses the `gfx` graphics API abstraction layer, which already @@ -125,7 +125,7 @@ struct HelloWorld : public WindowedAppBase // Note: If you are using this `loadModule` approach to load your shader code it is // important to tag your entry point functions with the `[shader("...")]` attribute // (e.g., `[shader("vertex")] void vertexMain(...)`). Without that information there - // is no umambiguous way for the compiler to know which functions represent entry + // is no unambiguous way for the compiler to know which functions represent entry // points when it parses your code via `loadModule()`. // ComPtr<slang::IEntryPoint> vertexEntryPoint; @@ -205,7 +205,7 @@ struct HelloWorld : public WindowedAppBase // we have just defined. // - // We will define global variables for the various platform and + // We will define global variables for the various platforms and // graphics API objects that our application needs: // // As a reminder, *none* of these are Slang API objects. All @@ -225,7 +225,7 @@ struct HelloWorld : public WindowedAppBase // SLANG_RETURN_ON_FAIL(initializeBase("hello-world", 1024, 768)); - // We will create objects needed to configur the "input assembler" + // We will create objects needed to configure the "input assembler" // (IA) stage of the D3D pipeline. // // First, we create an input layout: @@ -330,9 +330,9 @@ struct HelloWorld : public WindowedAppBase // We know that `rootObject` is a root shader object created // from our program, and that it is set up to hold values for - // all the parameter of that program. In order to actually + // all the parameters of that program. In order to actually // set values, we need to be able to look up the location - // of speciic parameter that we want to set. + // of the specific parameters that we want to set. // // Our example graphics API layer supports this operation // with the idea of a *shader cursor* which can be thought @@ -343,7 +343,7 @@ struct HelloWorld : public WindowedAppBase // // We construct an initial shader cursor that points at the // entire shader program. You can think of this as akin to - // a diretory path of `/` for the root directory in a file + // a directory path of `/` for the root directory in a file // system. // ShaderCursor rootCursor(rootObject); @@ -365,7 +365,7 @@ struct HelloWorld : public WindowedAppBase deviceInfo.identityProjectionMatrix, sizeof(float) * 16); // - // Some readers might be concerned about the performance o + // Some readers might be concerned about the performance of // the above operations because of the use of strings. For // those readers, here are two things to note: // |
