diff options
-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 18c13e7..02662b7 100644 --- a/doc/api.texi +++ b/doc/api.texi @@ -1992,7 +1992,7 @@ position and texture coordinates: 1.0 0.0 ; 2D texture coordinate 8.0 8.0 ; 2D vertex 1.0 1.0 ; 2D texture coordinate - -8.0 8.0 ; 2d vertex + -8.0 8.0 ; 2D vertex 0.0 1.0)) ; 2D texture coordinate @end example @@ -2001,7 +2001,7 @@ origin. To send this data to the GPU, the @code{make-buffer} procedure is needed: @example -(define buffer (make-buffer data #:stride 16) +(define buffer (make-buffer data #:stride 16)) @end example The @code{#:stride} keyword argument indicates how many bytes make up @@ -2013,7 +2013,7 @@ Within a VBO, one or more ``attributes'', as OpenGL calls them, may be present. Attributes are subregions within the buffer that have a particular data type. In this case, there are two attributes packed into the buffer. To provided a typed view into a buffer, the -@code{make-typed-buffer} is needed: +@code{make-typed-buffer} procedure is needed: @example (define vertices @@ -2068,9 +2068,9 @@ With the vertex array created, the GPU is now fully aware of how to interpret the data that it has been given in the original buffer. Actually rendering this square is left as an exercise to the reader. See the @ref{Shaders} section and the @code{gpu-apply} procedure in -@ref{Rendering Engine} the remaining pieces of a successful draw call. -Additionally, consider reading the source code for sprites, shapes, or -particles to see GPU buffers in action. +@ref{Rendering Engine} for the remaining pieces of a successful draw +call. Additionally, consider reading the source code for sprites, +shapes, or particles to see GPU buffers in action. Without further ado, the API reference: |