Browse Source

Embarassing typos.

pull/54/head
Vladimír Vondruš 12 years ago
parent
commit
a7420dd013
  1. 2
      src/Magnum/AbstractShaderProgram.h
  2. 4
      src/Magnum/Shader.h
  3. 2
      src/Magnum/Timeline.h

2
src/Magnum/AbstractShaderProgram.h

@ -560,7 +560,7 @@ class MAGNUM_EXPORT AbstractShaderProgram: public AbstractObject {
* everything succeeded. Linker message (if any) is printed to error * everything succeeded. Linker message (if any) is printed to error
* output. All attached shaders must be compiled with * output. All attached shaders must be compiled with
* @ref Shader::compile() before linking. The operation is batched in a * @ref Shader::compile() before linking. The operation is batched in a
* way that allows the driver to link multiple shaders simultaenously * way that allows the driver to link multiple shaders simultaneously
* (i.e. in multiple threads). * (i.e. in multiple threads).
* @see @fn_gl{LinkProgram}, @fn_gl{GetProgram} with * @see @fn_gl{LinkProgram}, @fn_gl{GetProgram} with
* @def_gl{LINK_STATUS} and @def_gl{INFO_LOG_LENGTH}, * @def_gl{LINK_STATUS} and @def_gl{INFO_LOG_LENGTH},

4
src/Magnum/Shader.h

@ -433,12 +433,12 @@ class MAGNUM_EXPORT Shader: public AbstractObject {
#endif #endif
/** /**
* @brief Compile multiple shaders simultaenously * @brief Compile multiple shaders simultaneously
* *
* Returns `false` if compilation of any shader failed, `true` if * Returns `false` if compilation of any shader failed, `true` if
* everything succeeded. Compiler messages (if any) are printed to * everything succeeded. Compiler messages (if any) are printed to
* error output. The operation is batched in a way that allows the * error output. The operation is batched in a way that allows the
* driver to perform multiple compilations simultaenously (i.e. in * driver to perform multiple compilations simultaneously (i.e. in
* multiple threads). * multiple threads).
* @see @fn_gl{ShaderSource}, @fn_gl{CompileShader}, @fn_gl{GetShader} * @see @fn_gl{ShaderSource}, @fn_gl{CompileShader}, @fn_gl{GetShader}
* with @def_gl{COMPILE_STATUS} and @def_gl{INFO_LOG_LENGTH}, * with @def_gl{COMPILE_STATUS} and @def_gl{INFO_LOG_LENGTH},

2
src/Magnum/Timeline.h

@ -77,7 +77,7 @@ void MyApplication::drawEvent() {
timeline.nextFrame(); timeline.nextFrame();
} }
@endcode @endcode
@todo FPS should be governed by Application (imagine more than one simultaenous @todo FPS should be governed by Application (imagine more than one simultaneous
timeline and the harm it could do, also vsync etc. can't be handled in timeline and the harm it could do, also vsync etc. can't be handled in
platform-independent way here) platform-independent way here)
*/ */

Loading…
Cancel
Save