From 8ecc0f981f346fc8b2071636c4702ba8f4473f4d Mon Sep 17 00:00:00 2001 From: David Thompson Date: Thu, 23 Sep 2021 07:16:07 -0400 Subject: doc: Fix typo in Sprites section. --- doc/api.texi | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'doc') 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 -- cgit v1.2.3