[opengl/en] Fix typos (#5131)
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Jan Knobloch 2024-10-01 01:03:06 +02:00 committed by GitHub
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@ -161,7 +161,7 @@ sf::Event event{ };
// ... // ...
``` ```
Ofcourse we have to create the vertex and fragment shader before we can load them, Of course we have to create the vertex and fragment shader before we can load them,
so lets create two basic shaders. so lets create two basic shaders.
**Vertex Shader** **Vertex Shader**
@ -342,7 +342,7 @@ void main() {
We define a new input variable ```color``` which represents our color data, this data We define a new input variable ```color``` which represents our color data, this data
is passed on to ```fColor```, which is an output variable of our vertex shader and is passed on to ```fColor```, which is an output variable of our vertex shader and
becomes an input variable for our fragment shader. becomes an input variable for our fragment shader.
It is imporatant that variables passed between shaders have the exact same name It is important that variables passed between shaders have the exact same name
and type. and type.
## Handling VBO's ## Handling VBO's
@ -501,7 +501,7 @@ glBindTexture(GL_TEXTURE_2D, 0);
glDeleteTextures(1, &texture); glDeleteTextures(1, &texture);
``` ```
Ofcourse there are more texture formats than only 2D textures, Of course there are more texture formats than only 2D textures,
You can find further information on parameters here: You can find further information on parameters here:
[glBindTexture - OpenGL Refpage](https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glBindTexture.xhtml)<br> [glBindTexture - OpenGL Refpage](https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glBindTexture.xhtml)<br>
[glTexImage2D - OpenGL Refpage](https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glTexImage2D.xhtml)<br> [glTexImage2D - OpenGL Refpage](https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glTexImage2D.xhtml)<br>
@ -574,7 +574,7 @@ in vec2 fTexCoords;
out vec4 outColor; out vec4 outColor;
void main() { void main() {
// texture() loads the current texure data at the specified texture coords, // texture() loads the current texture data at the specified texture coords,
// then we can simply multiply them by our color. // then we can simply multiply them by our color.
outColor = texture(tex, fTexCoords) * vec4(fColor, 1.0); outColor = texture(tex, fTexCoords) * vec4(fColor, 1.0);
} }
@ -685,7 +685,7 @@ Geometry shaders are inbetween the vertex and the fragment shader.
layout(location = 0) in vec3 position; layout(location = 0) in vec3 position;
layout(location = 1) in vec3 color; layout(location = 1) in vec3 color;
// Create an output interface block passed to the next shadaer stage. // Create an output interface block passed to the next shader stage.
// Interface blocks can be used to structure data passed between shaders. // Interface blocks can be used to structure data passed between shaders.
out VS_OUT { out VS_OUT {
vec3 color; vec3 color;