Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Fix some typos #31

Merged
merged 1 commit into from
Sep 30, 2024
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
2 changes: 1 addition & 1 deletion README.md
Original file line number Diff line number Diff line change
Expand Up @@ -85,7 +85,7 @@ that's designed for high-performance GPGPU on a vast array of hardware while
`euc` is simply a humble software-renderer.

However, for someone new to 3D rendering that wants to explore new techniques
without all of the beaurocratic cruft, `euc` might well serve a useful purpose.
without all of the bureaucratic cruft, `euc` might well serve a useful purpose.

### Static images, pre-renders, and UI

Expand Down
2 changes: 1 addition & 1 deletion examples/texture_mapping.rs
Original file line number Diff line number Diff line change
Expand Up @@ -110,7 +110,7 @@ fn main() {
// Load a texture from disk
let texture = image::open("examples/data/rust.png").unwrap().to_rgba8();

// We can use the original texture when renderering, but `image::ImageBuffer` is slow to sample, so we convert it
// We can use the original texture when rendering, but `image::ImageBuffer` is slow to sample, so we convert it
// to euc's buffer types.
let texture = Buffer2d::from_texture(&texture);

Expand Down