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author | David Thompson <dthompson2@worcester.edu> | 2021-09-23 07:16:07 -0400 |
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committer | David Thompson <dthompson2@worcester.edu> | 2021-09-23 07:16:07 -0400 |
commit | 8ecc0f981f346fc8b2071636c4702ba8f4473f4d (patch) | |
tree | daa015bf9f9a50152948571c94e2ad0d91b5e579 | |
parent | 82f259c8d02c1cc0832fa09d42ed6c192f268f74 (diff) |
doc: Fix typo in Sprites section.
-rw-r--r-- | doc/api.texi | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/doc/api.texi b/doc/api.texi index 3e76890..6358732 100644 --- a/doc/api.texi +++ b/doc/api.texi @@ -2018,12 +2018,12 @@ for rendering a few dozen sprites, but will become a serious bottleneck when rendering hundreds or thousands of sprites. To deal with this, a technique known as ``sprite batching'' is used. Instead of drawing each sprite immediately, the sprite batch will build up a -large of buffer of sprites to draw and send them to the GPU all at -once. There is one caveat, however. Batching only works if the -sprites being drawn share a common texture. A good strategy for -reducing the number of different textures is to stuff many bitmaps -into a single image file and create a ``texture atlas'' -(@pxref{Textures}) to access the sub-images within. +large buffer of sprites to draw and send them to the GPU all at once. +There is one caveat, however. Batching only works if the sprites +being drawn share a common texture. A good strategy for reducing the +number of different textures is to stuff many bitmaps into a single +image file and create a ``texture atlas'' (@pxref{Textures}) to access +the sub-images within. @deffn {Procedure} make-sprite-batch texture [#:capacity 256] Create a new sprite batch for @var{texture} with initial space for |