Fixed typos

This commit is contained in:
Sascha Willems 2020-08-09 14:39:32 +02:00
parent 2898671f40
commit 583e61ac35
9 changed files with 10 additions and 10 deletions

View file

@ -128,7 +128,7 @@ namespace vks
/**
* Add a new attachment described by createinfo to the framebuffer's attachment list
*
* @param createinfo Structure that specifices the framebuffer to be constructed
* @param createinfo Structure that specifies the framebuffer to be constructed
*
* @return Index of the new attachment
*/

View file

@ -100,7 +100,7 @@ namespace vks
VkPipelineStageFlags srcStageMask = VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VkPipelineStageFlags dstStageMask = VK_PIPELINE_STAGE_ALL_COMMANDS_BIT);
/** @brief Inser an image memory barrier into the command buffer */
/** @brief Insert an image memory barrier into the command buffer */
void insertImageMemoryBarrier(
VkCommandBuffer cmdbuffer,
VkImage image,

View file

@ -353,7 +353,7 @@ public:
// Second pass: Deferred calculations
// -------------------------------------------------------------------------------------------------------
// Clear values for all attachments written in the fragment sahder
// Clear values for all attachments written in the fragment shader
clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 0.0f } };
clearValues[1].color = { { 0.0f, 0.0f, 0.0f, 0.0f } };
clearValues[2].color = { { 0.0f, 0.0f, 0.0f, 0.0f } };

View file

@ -217,7 +217,7 @@ public:
Using the shared descriptor set layout and the descriptor pool we will now allocate the descriptor sets.
Descriptor sets contain the actual descriptor fo the objects (buffers, images) used at render time.
Descriptor sets contain the actual descriptor for the objects (buffers, images) used at render time.
*/

View file

@ -203,7 +203,7 @@ public:
std::vector<VkWriteDescriptorSet> writeDescriptorSets =
{
// Binding 0 : Vertex shader shader ubo
// Binding 0 : Vertex shader ubo
vks::initializers::writeDescriptorSet(
descriptorSet,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,

View file

@ -90,7 +90,7 @@ public:
};
// Contains the texture for a single glTF image
// Images may be reused by texture objects and are as such separted
// Images may be reused by texture objects and are as such separated
struct Image {
vks::Texture2D texture;
// We also store (and create) a descriptor set that's used to access this texture from the fragment shader

View file

@ -241,7 +241,7 @@ void VulkanglTFScene::drawNode(VkCommandBuffer commandBuffer, VkPipelineLayout p
return;
}
if (node.mesh.primitives.size() > 0) {
// Pass the node's matrix via push constanst
// Pass the node's matrix via push constants
// Traverse the node hierarchy to the top-most parent to get the final matrix of the current node
glm::mat4 nodeMatrix = node.matrix;
VulkanglTFScene::Node* currentParent = node.parent;

View file

@ -96,7 +96,7 @@ public:
};
// Contains the texture for a single glTF image
// Images may be reused by texture objects and are as such separted
// Images may be reused by texture objects and are as such separated
struct Image {
vks::Texture2D texture;
};

View file

@ -179,7 +179,7 @@ public:
vkCmdBindIndexBuffer(drawCmdBuffers[i], models.plants.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
// If the multi draw feature is supported:
// One draw call for an arbitrary number of ojects
// One draw call for an arbitrary number of objects
// Index offsets and instance count are taken from the indirect buffer
if (vulkanDevice->features.multiDrawIndirect)
{
@ -302,7 +302,7 @@ public:
// ...
// layout (location = 4) in vec3 instancePos; Per-Instance
attributeDescriptions = {
// Per-vertex attributees
// Per-vertex attributes
// These are advanced for each vertex fetched by the vertex shader
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1: Normal