@@ -55,7 +55,7 @@ const src = [1, 2, 3, 4, 5, 6];
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// dst is now [2, 4, 6, 8, 10, 12];
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```
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- ## Shader's don't return a value they set an ` out ` variable
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+ ## Shaders don't return a value they set an ` out ` variable
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That's pretty easy to simulate
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@@ -558,7 +558,7 @@ const bBuffer = makeBufferAndSetAttribute(gl, new Float32Array(b), bLoc);
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` ` `
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Then we need to setup a "transform feedback". A "transform feedback" is an object
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- that contains the state of the buffers we will write to. Where as an [vertex array](webgl-attributes.html)
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+ that contains the state of the buffers we will write to. Whereas an [vertex array](webgl-attributes.html)
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specifies the state of all the input attributes, a "transform feedback" contains the
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state of all the output attributes.
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@@ -769,7 +769,7 @@ const drawParticlesProgram = createProgram(
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gl, [drawParticlesVS, drawParticlesFS]);
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` ` `
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- A usual we need to lookup locations
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+ As usual we need to lookup locations
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` ` ` js
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const updatePositionPrgLocs = {
@@ -819,8 +819,8 @@ const velocityBuffer = makeBuffer(gl, velocities, gl.STATIC_DRAW);
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` ` `
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Note that we passed in ` gl .DYNAMIC_DRAW ` to ` gl .bufferData ` for the 2 position buffers
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- since we'll be updating them often. This is just hint to WebGL for optimization.
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- Whether it has any affect on performance is up to WebGL.
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+ since we'll be updating them often. This is just a hint to WebGL for optimization.
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+ Whether it has any effect on performance is up to WebGL.
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We need 4 vertex arrays.
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@@ -2069,7 +2069,7 @@ is happening on the GPU
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* compute stuff on GPU
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* read result
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- where as via creative solutions it would be much faster if you could
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+ whereas via creative solutions it would be much faster if you could
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* compute stuff on GPU
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* prep result for next step using GPU
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