@@ -18,7 +18,7 @@ using namespace glm;
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int main ( void )
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{
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- // Initialise GLFW
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+ // Initialize GLFW
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if ( !glfwInit () )
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{
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fprintf ( stderr, " Failed to initialize GLFW\n " );
@@ -29,7 +29,7 @@ int main( void )
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glfwWindowHint (GLFW_SAMPLES, 4 );
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glfwWindowHint (GLFW_CONTEXT_VERSION_MAJOR, 3 );
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glfwWindowHint (GLFW_CONTEXT_VERSION_MINOR, 3 );
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- glfwWindowHint (GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
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+ glfwWindowHint (GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed
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glfwWindowHint (GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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// Open a window and create its OpenGL context
@@ -59,7 +59,7 @@ int main( void )
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// Enable depth test
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glEnable (GL_DEPTH_TEST);
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- // Accept fragment if it closer to the camera than the former one
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+ // Accept fragment if it is closer to the camera than the former one
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glDepthFunc (GL_LESS);
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GLuint VertexArrayID;
@@ -72,7 +72,7 @@ int main( void )
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// Get a handle for our "MVP" uniform
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GLuint MatrixID = glGetUniformLocation (programID, " MVP" );
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- // Projection matrix : 45° Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units
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+ // Projection matrix : 45� Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units
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glm::mat4 Projection = glm::perspective (glm::radians (45 .0f ), 4 .0f / 3 .0f , 0 .1f , 100 .0f );
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// Camera matrix
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glm::mat4 View = glm::lookAt (
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