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luzpazTheMostDiligent
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Fix typos
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Projects/Asteroids/src/DDSTextureLoader.cpp

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@@ -391,7 +391,7 @@ static D3DFORMAT GetD3D9Format( const DDS_PIXELFORMAT& ddpf )
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return D3DFMT_X8B8G8R8;
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// Note that many common DDS reader/writers (including D3DX) swap the
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// the RED/BLUE masks for 10:10:10:2 formats. We assumme
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// the RED/BLUE masks for 10:10:10:2 formats. We assume
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// below that the 'incorrect' header mask is being used
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// For 'correct' writers this should be 0x3ff00000,0x000ffc00,0x000003ff for BGR data
@@ -521,7 +521,7 @@ DXGI_FORMAT GetDXGIFormat( const DDS_PIXELFORMAT& ddpf )
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// alpha channel is 255 (don't care formats could contain garbage)
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// Note that many common DDS reader/writers (including D3DX) swap the
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// the RED/BLUE masks for 10:10:10:2 formats. We assumme
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// the RED/BLUE masks for 10:10:10:2 formats. We assume
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// below that the 'backwards' header mask is being used since it is most
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// likely written by D3DX. The more robust solution is to use the 'DX10'
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// header extension and specify the DXGI_FORMAT_R10G10B10A2_UNORM format directly

Projects/Asteroids/src/asteroids_DE.cpp

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@@ -260,7 +260,7 @@ Asteroids::Asteroids(const Settings& settings, AsteroidsSimulation* asteroids, G
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{
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// In Direct3D there is no easy way to pass draw call number into the shader,
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// so we will use this auxiliary buffer that solely contains integers in ascending order
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// (0, 1, 2, ...) and we will acess it with FirstInstanceLocation.
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// (0, 1, 2, ...) and we will access it with FirstInstanceLocation.
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BufferDesc desc;
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desc.Name = "Instance ID buffer";
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desc.Usage = USAGE_IMMUTABLE;
@@ -937,7 +937,7 @@ void Asteroids::RenderSubset(Diligent::Uint32 SubsetNum,
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if (m_BindingMode == BindingMode::Bindless)
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{
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// It is very important to speciy this flag to make sure the engine does not do extra
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// It is very important to specify this flag to make sure the engine does not do extra
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// work processing buffers that stay intact.
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attribs.Flags |= DRAW_FLAG_DYNAMIC_RESOURCE_BUFFERS_INTACT;
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attribs.FirstInstanceLocation = drawIdx - startIdx;

Projects/Asteroids/src/descriptor.h

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@@ -16,7 +16,7 @@
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#include <d3d12.h>
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#include <d3dx12.h>
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// Used for CPU-only desriptors; simple linear allocator.
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// Used for CPU-only descriptors; simple linear allocator.
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class DescriptorArray
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{
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public:

Projects/Asteroids/src/simulation.h

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@@ -83,7 +83,7 @@ class AsteroidsSimulation
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const AsteroidStatic* StaticData() const { return mAsteroidStatic.data(); }
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const AsteroidDynamic* DynamicData() const { return mAsteroidDynamic.data(); }
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// Can optionall provide a range of asteroids to update; count = 0 => to the end
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// Can optionally provide a range of asteroids to update; count = 0 => to the end
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// This is useful for multithreading
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void Update(float frameTime, DirectX::XMVECTOR cameraEye, const Settings& settings,
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size_t startIndex = 0, size_t count = 0);

README.md

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@@ -56,7 +56,7 @@ It is distributed under [Apache 2.0 license](License.txt) and is free to use.
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* [Integration with Dear Imgui](https://github.com/DiligentGraphics/DiligentSamples/tree/master/Samples/ImguiDemo)
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[and Nuklear](https://github.com/DiligentGraphics/DiligentSamples/tree/master/Samples/NuklearDemo)
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## Supported Plaforms and Low-Level Graphics APIs
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## Supported Platforms and Low-Level Graphics APIs
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| Platform | D3D11 | D3D12 | OpenGL/GLES | Vulkan | Metal | Build Status |
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| ----------------------------------------------------------------------------------------------------------------------------------------------- | ------------------ |------------------- | ------------------ | ------------------------------- | ------------------------------- | -------------------------------- |
@@ -166,7 +166,7 @@ You can generate Win32 solution that targets Win8.1 SDK using the following comm
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cmake -D CMAKE_SYSTEM_VERSION=8.1 -S . -B ./build/Win64_8.1 -G "Visual Studio 16 2019" -A x64
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```
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If you use MinGW, you can generate the make files using the command below (note however that the functionalty
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If you use MinGW, you can generate the make files using the command below (note however that the functionality
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will be limited and that MinGW is not a recommended way to build the engine):
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```
@@ -210,7 +210,7 @@ cmake -D CMAKE_SYSTEM_NAME=WindowsStore -D CMAKE_SYSTEM_VERSION=10.0.16299.0 -S
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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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<a name="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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<a name="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) | ![](https://github.com/DiligentGraphics/DiligentSamples/blob/master/Tutorials/Tutorial06_Multithreading/Animation_Small.gif) | 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) | ![](https://github.com/DiligentGraphics/DiligentSamples/blob/master/Tutorials/Tutorial07_GeometryShader/Animation_Small.gif) | 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) | ![](https://github.com/DiligentGraphics/DiligentSamples/blob/master/Tutorials/Tutorial08_Tessellation/Animation_Small.gif) | 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) | ![](https://github.com/DiligentGraphics/DiligentSamples/blob/master/Tutorials/Tutorial09_Quads/Animation_Small.gif) | 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) | ![](https://github.com/DiligentGraphics/DiligentSamples/blob/master/Tutorials/Tutorial09_Quads/Animation_Small.gif) | 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) | ![](https://github.com/DiligentGraphics/DiligentSamples/blob/master/Tutorials/Tutorial10_DataStreaming/Animation_Small.gif) | 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) | ![](https://github.com/DiligentGraphics/DiligentSamples/blob/master/Tutorials/Tutorial11_ResourceUpdates/Animation_Small.gif) | 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) | ![](https://github.com/DiligentGraphics/DiligentSamples/blob/master/Tutorials/Tutorial12_RenderTarget/Animation_Small.gif) | 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.

ReleaseHistory.md

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@@ -391,7 +391,7 @@ Core:
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* Replaced `COMMIT_SHADER_RESOURCES_FLAGS` enum with `RESOURCE_STATE_TRANSITION_MODE`
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* Added `ITextureD3D12::GetD3D12ResourceState()`, `IBufferD3D12::GetD3D12ResourceState()`,
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`IBufferVk::GetAccessFlags()`, and `ITextureVk::GetLayout()` methods
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* Added `CopyTextureAttribs` structure that combines all paramters of `IDeviceContext::CopyTexture()` method
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* Added `CopyTextureAttribs` structure that combines all parameters of `IDeviceContext::CopyTexture()` method
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## v2.3.b
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Troubleshooting.md

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@@ -28,7 +28,7 @@ git submodule update --recursive
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use Visual Studio's built-in CMake and *Open Folder* option. Other IDEs such as Visual Studio
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Code or CLion are not guaranteed to work.
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* If on Windows you get long path error, try clonning the project to a folder with shorter name
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* If on Windows you get long path error, try cloning the project to a folder with shorter name
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such as `c:/git/DiligentEngine`.
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### Projects don't run

unityplugin/UnityEmulator/src/UWP/UnityAppUWP.cpp

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@@ -196,7 +196,7 @@ class UnityAppUWP final : public UnityAppBase
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// consider releasing that memory to make it available to other applications.
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}
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// Notifes the app that it is no longer suspended.
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// Notifies the app that it is no longer suspended.
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virtual void OnResuming()override final
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{
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// TODO: Replace this with your app's resuming logic.

unityplugin/UnityEmulator/src/UnityGraphicsD3D12Emulator.cpp

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@@ -76,7 +76,7 @@ void UnityGraphicsD3D12Impl::CreateDeviceAndCommandQueue()
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if(FAILED(hr)) LOG_ERROR_AND_THROW("Failed to enum warp adapter");
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hr = D3D12CreateDevice( warpAdapter, D3D_FEATURE_LEVEL_11_0, __uuidof(m_D3D12Device), reinterpret_cast<void**>(static_cast<ID3D12Device**>(&m_D3D12Device)) );
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if(FAILED(hr)) LOG_ERROR_AND_THROW("Failed to crate warp device");
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if(FAILED(hr)) LOG_ERROR_AND_THROW("Failed to create warp device");
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}
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#if _DEBUG

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