diff --git a/README.md b/README.md index ef7f2837..01dfdb2f 100644 --- a/README.md +++ b/README.md @@ -89,7 +89,7 @@ Loads a cube map texture from disk containing six different faces. All faces and #### [09 - Texture arrays](examples/texturearray/) -Loads a 2D texture array containing multiple 2D texture slices (each with it's own mip chain) and renders multiple meshes each sampling from a different layer of the texture. 2D texture arrays don't do any interpolation between the slices. +Loads a 2D texture array containing multiple 2D texture slices (each with its own mip chain) and renders multiple meshes each sampling from a different layer of the texture. 2D texture arrays don't do any interpolation between the slices. #### [10 - 3D textures](examples/texture3d/) @@ -117,7 +117,7 @@ Implements a simple CPU based particle system. Particle data is stored in host m #### [16 - Stencil buffer](examples/stencilbuffer/) -Uses the stencil buffer and it's compare functionality for rendering a 3D model with dynamic outlines. +Uses the stencil buffer and its compare functionality for rendering a 3D model with dynamic outlines. ### Advanced @@ -239,7 +239,7 @@ Mass-spring based cloth system on the GPU using a compute shader to calculate an #### [06 - Cull and LOD](examples/computecullandlod/) -Purely GPU based frustum visibility culling and level-of-detail system. A compute shader is used to modify draw commands stored in an indirect draw commands buffer to toggle model visibility and select it's level-of-detail based on camera distance, no calculations have to be done on and synced with the CPU. +Purely GPU based frustum visibility culling and level-of-detail system. A compute shader is used to modify draw commands stored in an indirect draw commands buffer to toggle model visibility and select its level-of-detail based on camera distance, no calculations have to be done on and synced with the CPU. ### Geometry Shader diff --git a/base/VulkanDevice.hpp b/base/VulkanDevice.hpp index a6d8dbae..bb8b0310 100644 --- a/base/VulkanDevice.hpp +++ b/base/VulkanDevice.hpp @@ -1,7 +1,7 @@ /* * Vulkan device class * -* Encapsulates a physical Vulkan device and it's logical representation +* Encapsulates a physical Vulkan device and its logical representation * * Copyright (C) by Sascha Willems - www.saschawillems.de * diff --git a/base/VulkanFrameBuffer.hpp b/base/VulkanFrameBuffer.hpp index a3941b6c..05ea8af6 100644 --- a/base/VulkanFrameBuffer.hpp +++ b/base/VulkanFrameBuffer.hpp @@ -108,7 +108,7 @@ namespace vks } /** - * Destroy and free Vulkan resources used for the framebuffer and all of it's attachments + * Destroy and free Vulkan resources used for the framebuffer and all of its attachments */ ~Framebuffer() { diff --git a/base/VulkanSwapChain.hpp b/base/VulkanSwapChain.hpp index e2e953ab..67bff976 100644 --- a/base/VulkanSwapChain.hpp +++ b/base/VulkanSwapChain.hpp @@ -272,7 +272,7 @@ public: } /** - * Create the swapchain and get it's images with given width and height + * Create the swapchain and get its images with given width and height * * @param width Pointer to the width of the swapchain (may be adjusted to fit the requirements of the swapchain) * @param height Pointer to the height of the swapchain (may be adjusted to fit the requirements of the swapchain) diff --git a/base/VulkanTexture.hpp b/base/VulkanTexture.hpp index c23c1fd2..9d731601 100644 --- a/base/VulkanTexture.hpp +++ b/base/VulkanTexture.hpp @@ -618,7 +618,7 @@ namespace vks memcpy(data, ktxTextureData, ktxTextureSize); vkUnmapMemory(device->logicalDevice, stagingMemory); - // Setup buffer copy regions for each layer including all of it's miplevels + // Setup buffer copy regions for each layer including all of its miplevels std::vector bufferCopyRegions; for (uint32_t layer = 0; layer < layerCount; layer++) @@ -812,7 +812,7 @@ namespace vks memcpy(data, ktxTextureData, ktxTextureSize); vkUnmapMemory(device->logicalDevice, stagingMemory); - // Setup buffer copy regions for each face including all of it's miplevels + // Setup buffer copy regions for each face including all of its miplevels std::vector bufferCopyRegions; for (uint32_t face = 0; face < 6; face++) diff --git a/data/README.md b/data/README.md index 6ed024d3..ad1a2a76 100644 --- a/data/README.md +++ b/data/README.md @@ -1,6 +1,6 @@ # Additional asset pack -Newer assets (textures and models) will no longer be added to the repository in order to keep it's size down. Especially HDR assets tend to be much larger than most of the ldr textures and compressing them is problematic due to the multi-platform target of the examples (Not all platforms support compressed HDR texture formats). +Newer assets (textures and models) will no longer be added to the repository in order to keep its size down. Especially HDR assets tend to be much larger than most of the ldr textures and compressing them is problematic due to the multi-platform target of the examples (Not all platforms support compressed HDR texture formats). So these are provided as a separate download required to run some of the newer examples. diff --git a/examples/computecloth/computecloth.cpp b/examples/computecloth/computecloth.cpp index c8f99501..48b6a2b4 100644 --- a/examples/computecloth/computecloth.cpp +++ b/examples/computecloth/computecloth.cpp @@ -424,7 +424,7 @@ public: vkCmdCopyBuffer(copyCmd, stagingBuffer.buffer, compute.storageBuffers.output.buffer, 1, ©Region); // Add an initial release barrier to the graphics queue, // so that when the compute command buffer executes for the first time - // it doesn't complain about a lack of a corresponding "release" to it's "acquire" + // it doesn't complain about a lack of a corresponding "release" to its "acquire" addGraphicsToComputeBarriers(copyCmd); VulkanExampleBase::flushCommandBuffer(copyCmd, queue, true); diff --git a/examples/mesh/mesh.cpp b/examples/mesh/mesh.cpp index e9d999ae..8a64e47e 100644 --- a/examples/mesh/mesh.cpp +++ b/examples/mesh/mesh.cpp @@ -172,7 +172,7 @@ public: vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &model.vertices.buffer, offsets); // Bind mesh index buffer vkCmdBindIndexBuffer(drawCmdBuffers[i], model.indices.buffer, 0, VK_INDEX_TYPE_UINT32); - // Render mesh vertex buffer using it's indices + // Render mesh vertex buffer using its indices vkCmdDrawIndexed(drawCmdBuffers[i], model.indices.count, 1, 0, 0, 0); drawUI(drawCmdBuffers[i]); diff --git a/examples/shadowmappingcascade/shadowmappingcascade.cpp b/examples/shadowmappingcascade/shadowmappingcascade.cpp index d9b9d6d6..61970def 100644 --- a/examples/shadowmappingcascade/shadowmappingcascade.cpp +++ b/examples/shadowmappingcascade/shadowmappingcascade.cpp @@ -6,7 +6,7 @@ /* This example implements projective cascaded shadow mapping. This technique splits up the camera frustum into - multiple frustums with each getting it's own full-res shadow map, implemented as a layered depth-only image. + multiple frustums with each getting its own full-res shadow map, implemented as a layered depth-only image. The shader then selects the proper shadow map layer depending on what split of the frustum the depth value to compare fits into. diff --git a/examples/texturecubemap/texturecubemap.cpp b/examples/texturecubemap/texturecubemap.cpp index af95675b..953cd09b 100644 --- a/examples/texturecubemap/texturecubemap.cpp +++ b/examples/texturecubemap/texturecubemap.cpp @@ -217,7 +217,7 @@ public: VkCommandBuffer copyCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true); - // Setup buffer copy regions for each face including all of it's miplevels + // Setup buffer copy regions for each face including all of its miplevels std::vector bufferCopyRegions; uint32_t offset = 0; diff --git a/examples/texturemipmapgen/README.md b/examples/texturemipmapgen/README.md index c0247538..cd7d3518 100644 --- a/examples/texturemipmapgen/README.md +++ b/examples/texturemipmapgen/README.md @@ -112,7 +112,7 @@ Setup for the destination mip level (1), with the dimensions for the blit destin imageBlit.dstOffsets[1].z = 1; ``` -Before we can blit to this mip level, we need to transition it's image layout to ```TRANSFER_DST```: +Before we can blit to this mip level, we need to transition its image layout to ```TRANSFER_DST```: ```cpp VkImageSubresourceRange mipSubRange = {}; mipSubRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; diff --git a/examples/triangle/triangle.cpp b/examples/triangle/triangle.cpp index 85cff06e..03a8ae06 100644 --- a/examples/triangle/triangle.cpp +++ b/examples/triangle/triangle.cpp @@ -703,7 +703,7 @@ public: attachments[0].format = swapChain.colorFormat; // Use the color format selected by the swapchain attachments[0].samples = VK_SAMPLE_COUNT_1_BIT; // We don't use multi sampling in this example attachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; // Clear this attachment at the start of the render pass - attachments[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE; // Keep it's contents after the render pass is finished (for displaying it) + attachments[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE; // Keep its contents after the render pass is finished (for displaying it) attachments[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; // We don't use stencil, so don't care for load attachments[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; // Same for store attachments[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; // Layout at render pass start. Initial doesn't matter, so we use undefined @@ -781,7 +781,7 @@ public: VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassInfo, nullptr, &renderPass)); } - // Vulkan loads it's shaders from an immediate binary representation called SPIR-V + // Vulkan loads its shaders from an immediate binary representation called SPIR-V // Shaders are compiled offline from e.g. GLSL using the reference glslang compiler // This function loads such a shader from a binary file and returns a shader module structure VkShaderModule loadSPIRVShader(std::string filename) diff --git a/external/tinygltf/json.hpp b/external/tinygltf/json.hpp index e8941302..d7cfc07f 100644 --- a/external/tinygltf/json.hpp +++ b/external/tinygltf/json.hpp @@ -3468,7 +3468,7 @@ class parser @brief an iterator for primitive JSON types This class models an iterator for primitive JSON types (boolean, number, -string). It's only purpose is to allow the iterator/const_iterator classes +string). Its only purpose is to allow the iterator/const_iterator classes to "iterate" over primitive values. Internally, the iterator is modeled by a `difference_type` variable. Value begin_value (`0`) models the begin, end_value (`1`) models past the end.