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authorDavid Thompson <dthompson2@worcester.edu>2021-09-23 07:16:07 -0400
committerDavid Thompson <dthompson2@worcester.edu>2021-09-23 07:16:07 -0400
commit8ecc0f981f346fc8b2071636c4702ba8f4473f4d (patch)
treedaa015bf9f9a50152948571c94e2ad0d91b5e579 /doc
parent82f259c8d02c1cc0832fa09d42ed6c192f268f74 (diff)
doc: Fix typo in Sprites section.
Diffstat (limited to 'doc')
-rw-r--r--doc/api.texi12
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