mirror of
https://github.com/RGBCube/serenity
synced 2025-07-25 16:27:35 +00:00
Everywhere: Fix spelling mistakes
This commit is contained in:
parent
168063819d
commit
10ec98dd38
56 changed files with 90 additions and 90 deletions
|
@ -615,12 +615,12 @@ void Device::draw_primitives(PrimitiveType primitive_type, FloatMatrix4x4 const&
|
|||
// At this point, the user has effectively specified that they are done with defining the geometry
|
||||
// of what they want to draw. We now need to do a few things (https://www.khronos.org/opengl/wiki/Rendering_Pipeline_Overview):
|
||||
//
|
||||
// 1. Transform all of the vertices in the current vertex list into eye space by mulitplying the model-view matrix
|
||||
// 1. Transform all of the vertices in the current vertex list into eye space by multiplying the model-view matrix
|
||||
// 2. Transform all of the vertices from eye space into clip space by multiplying by the projection matrix
|
||||
// 3. If culling is enabled, we cull the desired faces (https://learnopengl.com/Advanced-OpenGL/Face-culling)
|
||||
// 4. Each element of the vertex is then divided by w to bring the positions into NDC (Normalized Device Coordinates)
|
||||
// 5. The vertices are sorted (for the rasteriser, how are we doing this? 3Dfx did this top to bottom in terms of vertex y coordinates)
|
||||
// 6. The vertices are then sent off to the rasteriser and drawn to the screen
|
||||
// 5. The vertices are sorted (for the rasterizer, how are we doing this? 3Dfx did this top to bottom in terms of vertex y coordinates)
|
||||
// 6. The vertices are then sent off to the rasterizer and drawn to the screen
|
||||
|
||||
float scr_width = m_render_target->width();
|
||||
float scr_height = m_render_target->height();
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue