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Author SHA1 Message Date
Jason Klebes
b8aada0385
Merge ec25b64568 into 90d544271e 2024-10-04 23:48:14 +05:30
Martin Dvořák
90d544271e
[lean/en] add space before colon (#5132)
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2024-10-03 16:50:47 -07:00
Jan Knobloch
fa0e3c632f
[opengl/en] Fix typos (#5131)
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2024-09-30 16:03:06 -07:00
jsk
ec25b64568 [python/en] deep/shallow copy wording confusion 2024-09-25 13:14:29 +01:00
3 changed files with 7 additions and 7 deletions

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@ -256,7 +256,7 @@ We now state Collatz conjecture. The proof is left as an exercise to the reader.
def collatz_next (n : Nat) : Nat :=
if n % 2 = 0 then n / 2 else 3 * n + 1
def iter (k : Nat) (f: Nat → Nat) :=
def iter (k : Nat) (f : Nat → Nat) :=
match k with
| Nat.zero => fun x => x
| Nat.succ k' => fun x => f (iter k' f x)

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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.
**Vertex Shader**
@ -342,7 +342,7 @@ void main() {
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
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.
## Handling VBO's
@ -501,7 +501,7 @@ glBindTexture(GL_TEXTURE_2D, 0);
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:
[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>
@ -574,7 +574,7 @@ in vec2 fTexCoords;
out vec4 outColor;
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.
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 = 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.
out VS_OUT {
vec3 color;

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@ -226,7 +226,7 @@ li[::-1] # Return list in reverse order => [3, 4, 2, 1]
# Use any combination of these to make advanced slices
# li[start:end:step]
# Make a one layer deep copy using slices
# Make a shallow copy using slices
li2 = li[:] # => li2 = [1, 2, 4, 3] but (li2 is li) will result in false.
# Remove arbitrary elements from a list with "del"