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Set the desired project as startup project (by default, GLTF Viewer will be selected) and run it.
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By default, appplications will run in D3D12 mode. You can select D3D11 or D3D12 using the following command line options:
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By default, applications will run in D3D12 mode. You can select D3D11 or D3D12 using the following command line options:
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**-mode D3D11**, **-mode D3D12**.
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Note: it is possible to generate solution that targets Windows 8.1 by defining CMAKE_SYSTEM_VERSION=8.1 cmake variable, but it will fail
@@ -291,7 +291,7 @@ Known issues:
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Open *DiligentSamples/Android* folder with Android Studio to build and run tutorials and samples on Android.
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By default, appplications will run in OpenGLES mode. To run them in Vulkan mode, add the following launch flags:
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By default, applications will run in OpenGLES mode. To run them in Vulkan mode, add the following launch flags:
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`--es mode vk` (in Android Studio, go to Run->Edit Configurations menu)
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<aname="build_and_run_macos"></a>
@@ -516,10 +516,10 @@ By default Vulkan back-end is linked with glslang that enables compiling HLSL an
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If run-time compilation is not required, glslang can be disabled with `DILIGENT_NO_GLSLANG` cmake option.
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Additionally, HLSL support in non-Direct3D backends can be disabled with `DILIGENT_NO_HLSL` option.
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Enabling the options significantly reduces the size of Vulkan and OpenGL back-end binaries, which may be
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especailly important for mobile applications.
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especially important for mobile applications.
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Diligent Engine uses [clang-format](https://clang.llvm.org/docs/ClangFormat.html) to ensure consistent
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formatting throught the code base. The validation can be disabled using `DILIGENT_NO_FORMAT_VALIDATION`
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formatting throughout the code base. The validation can be disabled using `DILIGENT_NO_FORMAT_VALIDATION`
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CMake option. Note that any pool request will fail if formatting issues are found.
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<aname="build_and_run_customizing"></a>
@@ -658,7 +658,7 @@ Please refer to [this page](https://github.com/DiligentGraphics/DiligentCore#api
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|[06 - Multithreading](https://github.com/DiligentGraphics/DiligentSamples/blob/master/Tutorials/Tutorial06_Multithreading)|| This tutorial shows how to generate command lists in parallel from multiple threads. |
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|[07 - Geometry Shader](https://github.com/DiligentGraphics/DiligentSamples/blob/master/Tutorials/Tutorial07_GeometryShader)|| This tutorial shows how to use geometry shader to render smooth wireframe. |
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|[08 - Tessellation](https://github.com/DiligentGraphics/DiligentSamples/blob/master/Tutorials/Tutorial08_Tessellation)|| This tutorial shows how to use hardware tessellation to implement simple adaptive terrain rendering algorithm. |
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|[09 - Quads](https://github.com/DiligentGraphics/DiligentSamples/blob/master/Tutorials/Tutorial09_Quads)|| This tutorial shows how to render multiple 2D quads, frequently swithcing textures and blend modes. |
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|[09 - Quads](https://github.com/DiligentGraphics/DiligentSamples/blob/master/Tutorials/Tutorial09_Quads)|| This tutorial shows how to render multiple 2D quads, frequently switching textures and blend modes. |
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|[10 - Data Streaming](https://github.com/DiligentGraphics/DiligentSamples/blob/master/Tutorials/Tutorial10_DataStreaming)|| This tutorial shows dynamic buffer mapping strategy using `MAP_FLAG_DISCARD` and `MAP_FLAG_DO_NOT_SYNCHRONIZE` flags to efficiently stream varying amounts of data to GPU. |
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|[11 - Resource Updates](https://github.com/DiligentGraphics/DiligentSamples/tree/master/Tutorials/Tutorial11_ResourceUpdates)|| This tutorial demonstrates different ways to update buffers and textures in Diligent Engine and explains important internal details and performance implications related to each method. |
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|[12 - Render Target](https://github.com/DiligentGraphics/DiligentSamples/tree/master/Tutorials/Tutorial12_RenderTarget)|| This tutorial demonstrates how to render a 3d cube into an offscreen render target and do a simple post-processing effect. |
@@ -761,7 +761,7 @@ In submitting any content to this repository,
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and you agree that the content is free of any Intellectual Property claims and you have the right to license it under those terms.
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Diligent Engine uses [clang-format](https://clang.llvm.org/docs/ClangFormat.html) to ensure
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consistent source code style throught the code base. The format is validated by appveyor and travis
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consistent source code style throughout the code base. The format is validated by appveyor and travis
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for each commit and pull request, and the build will fail if any code formatting issue is found. Please refer
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to [this page](https://github.com/DiligentGraphics/DiligentCore/blob/master/doc/code_formatting.md) for instructions
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on how to set up clang-format and automatic code formatting.
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