diff --git a/misc04_building_your_own_app/playground2.cpp b/misc04_building_your_own_app/playground2.cpp index 074f2b700..d0b811c6d 100644 --- a/misc04_building_your_own_app/playground2.cpp +++ b/misc04_building_your_own_app/playground2.cpp @@ -21,7 +21,7 @@ int main( void ) #endif - // Initialise GLFW + // Initialize GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); diff --git a/misc05_picking/misc05_picking_BulletPhysics.cpp b/misc05_picking/misc05_picking_BulletPhysics.cpp index 9da5e8c44..c362b6e56 100644 --- a/misc05_picking/misc05_picking_BulletPhysics.cpp +++ b/misc05_picking/misc05_picking_BulletPhysics.cpp @@ -86,7 +86,7 @@ void ScreenPosToWorldRay( int main( void ) { - // Initialise GLFW + // Initialize GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); @@ -135,7 +135,7 @@ int main( void ) // Enable depth test glEnable(GL_DEPTH_TEST); - // Accept fragment if it closer to the camera than the former one + // Accept fragment if it is closer to the camera than the former one glDepthFunc(GL_LESS); // Cull triangles which normal is not towards the camera diff --git a/misc05_picking/misc05_picking_custom.cpp b/misc05_picking/misc05_picking_custom.cpp index 7f21b3f1a..0b414aa7e 100644 --- a/misc05_picking/misc05_picking_custom.cpp +++ b/misc05_picking/misc05_picking_custom.cpp @@ -198,7 +198,7 @@ bool TestRayOBBIntersection( int main( void ) { - // Initialise GLFW + // Initialize GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); @@ -209,7 +209,7 @@ int main( void ) glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Open a window and create its OpenGL context @@ -248,7 +248,7 @@ int main( void ) // Enable depth test glEnable(GL_DEPTH_TEST); - // Accept fragment if it closer to the camera than the former one + // Accept fragment if it is closer to the camera than the former one glDepthFunc(GL_LESS); // Cull triangles which normal is not towards the camera diff --git a/misc05_picking/misc05_picking_slow_easy.cpp b/misc05_picking/misc05_picking_slow_easy.cpp index f538df318..396be2e17 100644 --- a/misc05_picking/misc05_picking_slow_easy.cpp +++ b/misc05_picking/misc05_picking_slow_easy.cpp @@ -29,7 +29,7 @@ using namespace glm; int main( void ) { - // Initialise GLFW + // Initialize GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); @@ -40,7 +40,7 @@ int main( void ) glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Open a window and create its OpenGL context @@ -79,7 +79,7 @@ int main( void ) // Enable depth test glEnable(GL_DEPTH_TEST); - // Accept fragment if it closer to the camera than the former one + // Accept fragment if it is closer to the camera than the former one glDepthFunc(GL_LESS); // Cull triangles which normal is not towards the camera diff --git a/playground/playground.cpp b/playground/playground.cpp index 2835616a1..05d1da25c 100644 --- a/playground/playground.cpp +++ b/playground/playground.cpp @@ -11,7 +11,7 @@ using namespace glm; int main( void ) { - // Initialise GLFW + // Initialize GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); @@ -23,7 +23,7 @@ int main( void ) glfwWindowHint(GLFW_RESIZABLE,GL_FALSE); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Open a window and create its OpenGL context diff --git a/tutorial01_first_window/tutorial01.cpp b/tutorial01_first_window/tutorial01.cpp index fcf09245e..2fd5493da 100644 --- a/tutorial01_first_window/tutorial01.cpp +++ b/tutorial01_first_window/tutorial01.cpp @@ -15,7 +15,7 @@ using namespace glm; int main( void ) { - // Initialise GLFW + // Initialize GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); @@ -26,7 +26,7 @@ int main( void ) glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Open a window and create its OpenGL context diff --git a/tutorial02_red_triangle/tutorial02.cpp b/tutorial02_red_triangle/tutorial02.cpp index d9db11e4c..fb9e90ce5 100644 --- a/tutorial02_red_triangle/tutorial02.cpp +++ b/tutorial02_red_triangle/tutorial02.cpp @@ -17,7 +17,7 @@ using namespace glm; int main( void ) { - // Initialise GLFW + // Initialize GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); @@ -28,7 +28,7 @@ int main( void ) glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Open a window and create its OpenGL context diff --git a/tutorial03_matrices/tutorial03.cpp b/tutorial03_matrices/tutorial03.cpp index f92294b36..316994344 100644 --- a/tutorial03_matrices/tutorial03.cpp +++ b/tutorial03_matrices/tutorial03.cpp @@ -18,7 +18,7 @@ using namespace glm; int main( void ) { - // Initialise GLFW + // Initialize GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); @@ -29,7 +29,7 @@ int main( void ) glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //We don't want the old OpenGL // Open a window and create its OpenGL context @@ -67,7 +67,7 @@ int main( void ) // Get a handle for our "MVP" uniform GLuint MatrixID = glGetUniformLocation(programID, "MVP"); - // Projection matrix : 45° Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units + // Projection matrix : 45� Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units glm::mat4 Projection = glm::perspective(glm::radians(45.0f), 4.0f / 3.0f, 0.1f, 100.0f); // Or, for an ortho camera : //glm::mat4 Projection = glm::ortho(-10.0f,10.0f,-10.0f,10.0f,0.0f,100.0f); // In world coordinates diff --git a/tutorial04_colored_cube/tutorial04.cpp b/tutorial04_colored_cube/tutorial04.cpp index 2587ed2d4..bc4338d3a 100644 --- a/tutorial04_colored_cube/tutorial04.cpp +++ b/tutorial04_colored_cube/tutorial04.cpp @@ -18,7 +18,7 @@ using namespace glm; int main( void ) { - // Initialise GLFW + // Initialize GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); @@ -29,7 +29,7 @@ int main( void ) glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Open a window and create its OpenGL context @@ -59,7 +59,7 @@ int main( void ) // Enable depth test glEnable(GL_DEPTH_TEST); - // Accept fragment if it closer to the camera than the former one + // Accept fragment if it is closer to the camera than the former one glDepthFunc(GL_LESS); GLuint VertexArrayID; @@ -72,7 +72,7 @@ int main( void ) // Get a handle for our "MVP" uniform GLuint MatrixID = glGetUniformLocation(programID, "MVP"); - // Projection matrix : 45° Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units + // Projection matrix : 45� Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units glm::mat4 Projection = glm::perspective(glm::radians(45.0f), 4.0f / 3.0f, 0.1f, 100.0f); // Camera matrix glm::mat4 View = glm::lookAt( diff --git a/tutorial05_textured_cube/tutorial05.cpp b/tutorial05_textured_cube/tutorial05.cpp index 15f3a0193..f33a73acd 100644 --- a/tutorial05_textured_cube/tutorial05.cpp +++ b/tutorial05_textured_cube/tutorial05.cpp @@ -19,7 +19,7 @@ using namespace glm; int main( void ) { - // Initialise GLFW + // Initialize GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); @@ -29,7 +29,7 @@ int main( void ) glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Open a window and create its OpenGL context @@ -56,7 +56,7 @@ int main( void ) // Enable depth test glEnable(GL_DEPTH_TEST); - // Accept fragment if it closer to the camera than the former one + // Accept fragment if it is closer to the camera than the former one glDepthFunc(GL_LESS); GLuint VertexArrayID; @@ -69,7 +69,7 @@ int main( void ) // Get a handle for our "MVP" uniform GLuint MatrixID = glGetUniformLocation(programID, "MVP"); - // Projection matrix : 45° Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units + // Projection matrix : 45� Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units glm::mat4 Projection = glm::perspective(glm::radians(45.0f), 4.0f / 3.0f, 0.1f, 100.0f); // Camera matrix glm::mat4 View = glm::lookAt( diff --git a/tutorial06_keyboard_and_mouse/tutorial06.cpp b/tutorial06_keyboard_and_mouse/tutorial06.cpp index 0c4646656..c97af498a 100644 --- a/tutorial06_keyboard_and_mouse/tutorial06.cpp +++ b/tutorial06_keyboard_and_mouse/tutorial06.cpp @@ -20,7 +20,7 @@ using namespace glm; int main( void ) { - // Initialise GLFW + // Initialize GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); @@ -31,7 +31,7 @@ int main( void ) glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Open a window and create its OpenGL context @@ -55,7 +55,7 @@ int main( void ) // Ensure we can capture the escape key being pressed below glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE); - // Hide the mouse and enable unlimited mouvement + // Hide the mouse and enable unlimited movement glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // Set the mouse at the center of the screen @@ -67,7 +67,7 @@ int main( void ) // Enable depth test glEnable(GL_DEPTH_TEST); - // Accept fragment if it closer to the camera than the former one + // Accept fragment if it is closer to the camera than the former one glDepthFunc(GL_LESS); // Cull triangles which normal is not towards the camera diff --git a/tutorial07_model_loading/tutorial07.cpp b/tutorial07_model_loading/tutorial07.cpp index f284e6438..c9a226032 100644 --- a/tutorial07_model_loading/tutorial07.cpp +++ b/tutorial07_model_loading/tutorial07.cpp @@ -22,7 +22,7 @@ using namespace glm; int main( void ) { - // Initialise GLFW + // Initialize GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); @@ -33,7 +33,7 @@ int main( void ) glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Open a window and create its OpenGL context @@ -57,7 +57,7 @@ int main( void ) // Ensure we can capture the escape key being pressed below glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE); - // Hide the mouse and enable unlimited mouvement + // Hide the mouse and enable unlimited movement glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // Set the mouse at the center of the screen @@ -69,7 +69,7 @@ int main( void ) // Enable depth test glEnable(GL_DEPTH_TEST); - // Accept fragment if it closer to the camera than the former one + // Accept fragment if it is closer to the camera than the former one glDepthFunc(GL_LESS); // Cull triangles which normal is not towards the camera diff --git a/tutorial08_basic_shading/tutorial08.cpp b/tutorial08_basic_shading/tutorial08.cpp index 7a9eda0cf..5c5043969 100644 --- a/tutorial08_basic_shading/tutorial08.cpp +++ b/tutorial08_basic_shading/tutorial08.cpp @@ -23,7 +23,7 @@ using namespace glm; int main( void ) { - // Initialise GLFW + // Initialize GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); @@ -34,7 +34,7 @@ int main( void ) glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Open a window and create its OpenGL context @@ -58,7 +58,7 @@ int main( void ) // Ensure we can capture the escape key being pressed below glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE); - // Hide the mouse and enable unlimited mouvement + // Hide the mouse and enable unlimited movement glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // Set the mouse at the center of the screen @@ -70,7 +70,7 @@ int main( void ) // Enable depth test glEnable(GL_DEPTH_TEST); - // Accept fragment if it closer to the camera than the former one + // Accept fragment if it is closer to the camera than the former one glDepthFunc(GL_LESS); // Cull triangles which normal is not towards the camera diff --git a/tutorial09_vbo_indexing/tutorial09.cpp b/tutorial09_vbo_indexing/tutorial09.cpp index 7838cee31..3ff5e2f2c 100644 --- a/tutorial09_vbo_indexing/tutorial09.cpp +++ b/tutorial09_vbo_indexing/tutorial09.cpp @@ -23,7 +23,7 @@ using namespace glm; int main( void ) { - // Initialise GLFW + // Initialize GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); @@ -34,7 +34,7 @@ int main( void ) glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Open a window and create its OpenGL context @@ -58,7 +58,7 @@ int main( void ) // Ensure we can capture the escape key being pressed below glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE); - // Hide the mouse and enable unlimited mouvement + // Hide the mouse and enable unlimited movement glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // Set the mouse at the center of the screen @@ -70,7 +70,7 @@ int main( void ) // Enable depth test glEnable(GL_DEPTH_TEST); - // Accept fragment if it closer to the camera than the former one + // Accept fragment if it is closer to the camera than the former one glDepthFunc(GL_LESS); // Cull triangles which normal is not towards the camera diff --git a/tutorial09_vbo_indexing/tutorial09_AssImp.cpp b/tutorial09_vbo_indexing/tutorial09_AssImp.cpp index 83a5358f2..e18531b2c 100644 --- a/tutorial09_vbo_indexing/tutorial09_AssImp.cpp +++ b/tutorial09_vbo_indexing/tutorial09_AssImp.cpp @@ -23,7 +23,7 @@ using namespace glm; int main( void ) { - // Initialise GLFW + // Initialize GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); @@ -34,7 +34,7 @@ int main( void ) glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Open a window and create its OpenGL context @@ -58,7 +58,7 @@ int main( void ) // Ensure we can capture the escape key being pressed below glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE); - // Hide the mouse and enable unlimited mouvement + // Hide the mouse and enable unlimited movement glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // Set the mouse at the center of the screen @@ -70,7 +70,7 @@ int main( void ) // Enable depth test glEnable(GL_DEPTH_TEST); - // Accept fragment if it closer to the camera than the former one + // Accept fragment if it is closer to the camera than the former one glDepthFunc(GL_LESS); // Cull triangles which normal is not towards the camera diff --git a/tutorial09_vbo_indexing/tutorial09_several_objects.cpp b/tutorial09_vbo_indexing/tutorial09_several_objects.cpp index 260958d97..5b5283228 100644 --- a/tutorial09_vbo_indexing/tutorial09_several_objects.cpp +++ b/tutorial09_vbo_indexing/tutorial09_several_objects.cpp @@ -23,7 +23,7 @@ using namespace glm; int main( void ) { - // Initialise GLFW + // Initialize GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); @@ -34,7 +34,7 @@ int main( void ) glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Open a window and create its OpenGL context @@ -58,7 +58,7 @@ int main( void ) // Ensure we can capture the escape key being pressed below glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE); - // Hide the mouse and enable unlimited mouvement + // Hide the mouse and enable unlimited movement glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // Set the mouse at the center of the screen @@ -70,7 +70,7 @@ int main( void ) // Enable depth test glEnable(GL_DEPTH_TEST); - // Accept fragment if it closer to the camera than the former one + // Accept fragment if it is closer to the camera than the former one glDepthFunc(GL_LESS); // Cull triangles which normal is not towards the camera diff --git a/tutorial10_transparency/tutorial10.cpp b/tutorial10_transparency/tutorial10.cpp index 078696b72..118867c54 100644 --- a/tutorial10_transparency/tutorial10.cpp +++ b/tutorial10_transparency/tutorial10.cpp @@ -23,7 +23,7 @@ using namespace glm; int main( void ) { - // Initialise GLFW + // Initialize GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); @@ -34,7 +34,7 @@ int main( void ) glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Open a window and create its OpenGL context @@ -58,7 +58,7 @@ int main( void ) // Ensure we can capture the escape key being pressed below glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE); - // Hide the mouse and enable unlimited mouvement + // Hide the mouse and enable unlimited movement glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // Set the mouse at the center of the screen @@ -70,7 +70,7 @@ int main( void ) // Enable depth test glEnable(GL_DEPTH_TEST); - // Accept fragment if it closer to the camera than the former one + // Accept fragment if it is closer to the camera than the former one glDepthFunc(GL_LESS); // Cull triangles which normal is not towards the camera @@ -146,7 +146,7 @@ int main( void ) // Measure speed double currentTime = glfwGetTime(); nbFrames++; - if ( currentTime - lastTime >= 1.0 ){ // If last prinf() was more than 1sec ago + if ( currentTime - lastTime >= 1.0 ){ // If last printf() was more than 1sec ago // printf and reset printf("%f ms/frame\n", 1000.0/double(nbFrames)); nbFrames = 0; diff --git a/tutorial11_2d_fonts/tutorial11.cpp b/tutorial11_2d_fonts/tutorial11.cpp index 333b21db8..dc132522b 100644 --- a/tutorial11_2d_fonts/tutorial11.cpp +++ b/tutorial11_2d_fonts/tutorial11.cpp @@ -24,7 +24,7 @@ using namespace glm; int main( void ) { - // Initialise GLFW + // Initialize GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); @@ -35,7 +35,7 @@ int main( void ) glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Open a window and create its OpenGL context @@ -59,7 +59,7 @@ int main( void ) // Ensure we can capture the escape key being pressed below glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE); - // Hide the mouse and enable unlimited mouvement + // Hide the mouse and enable unlimited movement glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // Set the mouse at the center of the screen @@ -71,7 +71,7 @@ int main( void ) // Enable depth test glEnable(GL_DEPTH_TEST); - // Accept fragment if it closer to the camera than the former one + // Accept fragment if it is closer to the camera than the former one glDepthFunc(GL_LESS); // Cull triangles which normal is not towards the camera diff --git a/tutorial12_extensions/tutorial12.cpp b/tutorial12_extensions/tutorial12.cpp index 3cfb1daed..917dfc88a 100644 --- a/tutorial12_extensions/tutorial12.cpp +++ b/tutorial12_extensions/tutorial12.cpp @@ -65,7 +65,7 @@ void APIENTRY DebugOutputCallback(GLenum source, GLenum type, GLuint id, GLenum int main( void ) { - // Initialise GLFW + // Initialize GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); @@ -76,7 +76,7 @@ int main( void ) glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // ARB_debug_output is a bit special, @@ -126,7 +126,7 @@ int main( void ) // Ensure we can capture the escape key being pressed below glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE); - // Hide the mouse and enable unlimited mouvement + // Hide the mouse and enable unlimited movement glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // Set the mouse at the center of the screen @@ -138,7 +138,7 @@ int main( void ) // Enable depth test glEnable(GL_DEPTH); // SHOULD BE GL_DEPTH_TEST ! WILL TRIGGER AN ERROR MESSAGE ! - // Accept fragment if it closer to the camera than the former one + // Accept fragment if it is closer to the camera than the former one glDepthFunc(GL_LEFT); // SHOULD BE GL_LESS ! WILL TRIGGER AN ERROR MESSAGE ! // Cull triangles which normal is not towards the camera diff --git a/tutorial13_normal_mapping/tutorial13.cpp b/tutorial13_normal_mapping/tutorial13.cpp index 17304b010..63df4fd42 100644 --- a/tutorial13_normal_mapping/tutorial13.cpp +++ b/tutorial13_normal_mapping/tutorial13.cpp @@ -24,7 +24,7 @@ using namespace glm; int main( void ) { - // Initialise GLFW + // Initialize GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); @@ -35,7 +35,7 @@ int main( void ) glfwWindowHint(GLFW_SAMPLES, 1); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_COMPAT_PROFILE); // So that glBegin/glVertex/glEnd work @@ -60,7 +60,7 @@ int main( void ) // Ensure we can capture the escape key being pressed below glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE); - // Hide the mouse and enable unlimited mouvement + // Hide the mouse and enable unlimited movement glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // Set the mouse at the center of the screen @@ -72,7 +72,7 @@ int main( void ) // Enable depth test glEnable(GL_DEPTH_TEST); - // Accept fragment if it closer to the camera than the former one + // Accept fragment if it is closer to the camera than the former one glDepthFunc(GL_LESS); // Cull triangles which normal is not towards the camera diff --git a/tutorial14_render_to_texture/tutorial14.cpp b/tutorial14_render_to_texture/tutorial14.cpp index 6592a28eb..30f49f95d 100644 --- a/tutorial14_render_to_texture/tutorial14.cpp +++ b/tutorial14_render_to_texture/tutorial14.cpp @@ -23,7 +23,7 @@ using namespace glm; int main( void ) { - // Initialise GLFW + // Initialize GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); @@ -34,7 +34,7 @@ int main( void ) glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Open a window and create its OpenGL context @@ -64,7 +64,7 @@ int main( void ) // Ensure we can capture the escape key being pressed below glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE); - // Hide the mouse and enable unlimited mouvement + // Hide the mouse and enable unlimited movement glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // Set the mouse at the center of the screen @@ -76,7 +76,7 @@ int main( void ) // Enable depth test glEnable(GL_DEPTH_TEST); - // Accept fragment if it closer to the camera than the former one + // Accept fragment if it is closer to the camera than the former one glDepthFunc(GL_LESS); // Cull triangles which normal is not towards the camera diff --git a/tutorial15_lightmaps/tutorial15.cpp b/tutorial15_lightmaps/tutorial15.cpp index 9a75155eb..9d9c0eff9 100644 --- a/tutorial15_lightmaps/tutorial15.cpp +++ b/tutorial15_lightmaps/tutorial15.cpp @@ -22,7 +22,7 @@ using namespace glm; int main( void ) { - // Initialise GLFW + // Initialize GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); @@ -33,7 +33,7 @@ int main( void ) glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Open a window and create its OpenGL context @@ -57,7 +57,7 @@ int main( void ) // Ensure we can capture the escape key being pressed below glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE); - // Hide the mouse and enable unlimited mouvement + // Hide the mouse and enable unlimited movement glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // Set the mouse at the center of the screen @@ -69,7 +69,7 @@ int main( void ) // Enable depth test glEnable(GL_DEPTH_TEST); - // Accept fragment if it closer to the camera than the former one + // Accept fragment if it is closer to the camera than the former one glDepthFunc(GL_LESS); // Cull triangles which normal is not towards the camera diff --git a/tutorial16_shadowmaps/tutorial16.cpp b/tutorial16_shadowmaps/tutorial16.cpp index 223c3afc7..f8c7208b8 100644 --- a/tutorial16_shadowmaps/tutorial16.cpp +++ b/tutorial16_shadowmaps/tutorial16.cpp @@ -23,7 +23,7 @@ using namespace glm; int main( void ) { - // Initialise GLFW + // Initialize GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); @@ -34,7 +34,7 @@ int main( void ) glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Open a window and create its OpenGL context @@ -64,7 +64,7 @@ int main( void ) // Ensure we can capture the escape key being pressed below glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE); - // Hide the mouse and enable unlimited mouvement + // Hide the mouse and enable unlimited movement glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // Set the mouse at the center of the screen @@ -77,7 +77,7 @@ int main( void ) // Enable depth test glEnable(GL_DEPTH_TEST); - // Accept fragment if it closer to the camera than the former one + // Accept fragment if it is closer to the camera than the former one glDepthFunc(GL_LESS); // Cull triangles which normal is not towards the camera diff --git a/tutorial16_shadowmaps/tutorial16_SimpleVersion.cpp b/tutorial16_shadowmaps/tutorial16_SimpleVersion.cpp index bb46f1563..938e983e9 100644 --- a/tutorial16_shadowmaps/tutorial16_SimpleVersion.cpp +++ b/tutorial16_shadowmaps/tutorial16_SimpleVersion.cpp @@ -23,7 +23,7 @@ using namespace glm; int main( void ) { - // Initialise GLFW + // Initialize GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); @@ -34,7 +34,7 @@ int main( void ) glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Open a window and create its OpenGL context @@ -64,7 +64,7 @@ int main( void ) // Ensure we can capture the escape key being pressed below glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE); - // Hide the mouse and enable unlimited mouvement + // Hide the mouse and enable unlimited movement glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // Set the mouse at the center of the screen @@ -77,7 +77,7 @@ int main( void ) // Enable depth test glEnable(GL_DEPTH_TEST); - // Accept fragment if it closer to the camera than the former one + // Accept fragment if it is closer to the camera than the former one glDepthFunc(GL_LESS); // Cull triangles which normal is not towards the camera diff --git a/tutorial17_rotations/tutorial17.cpp b/tutorial17_rotations/tutorial17.cpp index cc8cfe58c..530dcf602 100644 --- a/tutorial17_rotations/tutorial17.cpp +++ b/tutorial17_rotations/tutorial17.cpp @@ -42,7 +42,7 @@ bool gLookAtOther = true; int main( void ) { - // Initialise GLFW + // Initialize GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); @@ -53,7 +53,7 @@ int main( void ) glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Open a window and create its OpenGL context @@ -103,7 +103,7 @@ int main( void ) // Ensure we can capture the escape key being pressed below glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE); - // Hide the mouse and enable unlimited mouvement + // Hide the mouse and enable unlimited movement glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // Set the mouse at the center of the screen @@ -115,7 +115,7 @@ int main( void ) // Enable depth test glEnable(GL_DEPTH_TEST); - // Accept fragment if it closer to the camera than the former one + // Accept fragment if it is closer to the camera than the former one glDepthFunc(GL_LESS); // Cull triangles which normal is not towards the camera @@ -261,7 +261,7 @@ int main( void ) { // Euler - // As an example, rotate arount the vertical axis at 180°/sec + // As an example, rotate arount the vertical axis at 180�/sec gOrientation1.y += 3.14159f/2.0f * deltaTime; // Build the model matrix diff --git a/tutorial18_billboards_and_particles/tutorial18_billboards.cpp b/tutorial18_billboards_and_particles/tutorial18_billboards.cpp index 99c503249..bac01c23d 100644 --- a/tutorial18_billboards_and_particles/tutorial18_billboards.cpp +++ b/tutorial18_billboards_and_particles/tutorial18_billboards.cpp @@ -23,7 +23,7 @@ using namespace glm; int main( void ) { - // Initialise GLFW + // Initialize GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); @@ -35,7 +35,7 @@ int main( void ) glfwWindowHint(GLFW_RESIZABLE,GL_FALSE); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Open a window and create its OpenGL context @@ -59,7 +59,7 @@ int main( void ) // Ensure we can capture the escape key being pressed below glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE); - // Hide the mouse and enable unlimited mouvement + // Hide the mouse and enable unlimited movement glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // Set the mouse at the center of the screen @@ -71,7 +71,7 @@ int main( void ) // Enable depth test glEnable(GL_DEPTH_TEST); - // Accept fragment if it closer to the camera than the former one + // Accept fragment if it is closer to the camera than the former one glDepthFunc(GL_LESS); GLuint VertexArrayID; @@ -186,7 +186,7 @@ int main( void ) glUniform1i(TextureID, 0); // This is the only interesting part of the tutorial. - // This is equivalent to mlutiplying (1,0,0) and (0,1,0) by inverse(ViewMatrix). + // This is equivalent to multiplying (1,0,0) and (0,1,0) by inverse(ViewMatrix). // ViewMatrix is orthogonal (it was made this way), // so its inverse is also its transpose, // and transposing a matrix is "free" (inversing is slooow) diff --git a/tutorial18_billboards_and_particles/tutorial18_billboards.cpp.bak b/tutorial18_billboards_and_particles/tutorial18_billboards.cpp.bak index d140a3b12..fb266f279 100644 --- a/tutorial18_billboards_and_particles/tutorial18_billboards.cpp.bak +++ b/tutorial18_billboards_and_particles/tutorial18_billboards.cpp.bak @@ -23,7 +23,7 @@ using namespace glm; int main( void ) { - // Initialise GLFW + // Initialize GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); @@ -63,7 +63,7 @@ int main( void ) // Enable depth test glEnable(GL_DEPTH_TEST); - // Accept fragment if it closer to the camera than the former one + // Accept fragment if it is closer to the camera than the former one glDepthFunc(GL_LESS); GLuint VertexArrayID; @@ -178,7 +178,7 @@ int main( void ) glUniform1i(TextureID, 0); // This is the only interesting part of the tutorial. - // This is equivalent to mlutiplying (1,0,0) and (0,1,0) by inverse(ViewMatrix). + // This is equivalent to multiplying (1,0,0) and (0,1,0) by inverse(ViewMatrix). // ViewMatrix is orthogonal (it was made this way), // so its inverse is also its transpose, // and transposing a matrix is "free" (inversing is slooow) diff --git a/tutorial18_billboards_and_particles/tutorial18_particles.cpp b/tutorial18_billboards_and_particles/tutorial18_particles.cpp index 14a352291..d1919a938 100644 --- a/tutorial18_billboards_and_particles/tutorial18_particles.cpp +++ b/tutorial18_billboards_and_particles/tutorial18_particles.cpp @@ -64,7 +64,7 @@ void SortParticles(){ int main( void ) { - // Initialise GLFW + // Initialize GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); @@ -76,11 +76,11 @@ int main( void ) glfwWindowHint(GLFW_RESIZABLE,GL_FALSE); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Open a window and create its OpenGL context - window = glfwCreateWindow( 1024, 768, "Tutorial 18 - Particules", NULL, NULL); + window = glfwCreateWindow( 1024, 768, "Tutorial 18 - Particles", NULL, NULL); if( window == NULL ){ fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" ); getchar(); @@ -100,7 +100,7 @@ int main( void ) // Ensure we can capture the escape key being pressed below glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE); - // Hide the mouse and enable unlimited mouvement + // Hide the mouse and enable unlimited movement glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // Set the mouse at the center of the screen @@ -112,7 +112,7 @@ int main( void ) // Enable depth test glEnable(GL_DEPTH_TEST); - // Accept fragment if it closer to the camera than the former one + // Accept fragment if it is closer to the camera than the former one glDepthFunc(GL_LESS); GLuint VertexArrayID; @@ -197,9 +197,9 @@ int main( void ) glm::mat4 ViewProjectionMatrix = ProjectionMatrix * ViewMatrix; - // Generate 10 new particule each millisecond, + // Generate 10 new particle each millisecond, // but limit this to 16 ms (60 fps), or if you have 1 long frame (1sec), - // newparticles will be huge and the next frame even longer. + // new particles will be huge and the next frame even longer. int newparticles = (int)(delta*10000.0); if (newparticles > (int)(0.016f*10000.0)) newparticles = (int)(0.016f*10000.0); @@ -277,16 +277,13 @@ int main( void ) SortParticles(); - //printf("%d ",ParticlesCount); - // Update the buffers that OpenGL uses for rendering. // There are much more sophisticated means to stream data from the CPU to the GPU, // but this is outside the scope of this tutorial. // http://www.opengl.org/wiki/Buffer_Object_Streaming - glBindBuffer(GL_ARRAY_BUFFER, particles_position_buffer); glBufferData(GL_ARRAY_BUFFER, MaxParticles * 4 * sizeof(GLfloat), NULL, GL_STREAM_DRAW); // Buffer orphaning, a common way to improve streaming perf. See above link for details. glBufferSubData(GL_ARRAY_BUFFER, 0, ParticlesCount * sizeof(GLfloat) * 4, g_particule_position_size_data); @@ -358,7 +355,7 @@ int main( void ) glVertexAttribDivisor(1, 1); // positions : one per quad (its center) -> 1 glVertexAttribDivisor(2, 1); // color : one per quad -> 1 - // Draw the particules ! + // Draw the particles ! // This draws many times a small triangle_strip (which looks like a quad). // This is equivalent to : // for(i in ParticlesCount) : glDrawArrays(GL_TRIANGLE_STRIP, 0, 4),