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[merge] Merge pull request #414 from inexorgame/hanni/typo_fixes
[*] Fix typos and remove semicolons for namespaces
2 parents 0897b06 + 40d424a commit 13e16b7

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-39
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19 files changed

+39
-39
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benchmarks/world/cube_collision.cpp

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@@ -20,4 +20,4 @@ void CubeCollision(benchmark::State &state) {
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BENCHMARK(CubeCollision);
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}; // namespace inexor::vulkan_renderer
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} // namespace inexor::vulkan_renderer

include/inexor/vulkan-renderer/bezier_curve.hpp

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@@ -5,7 +5,7 @@
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// INTRODUCTION
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// A bezier curve (named after french mathematician PIERRE ETIENNE BEZIER) is a parametric curve
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// whose only purpose is to look soft and smooth. Bezier curves are all about elegance!
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// Those curves can be used to represent the path of a everything (imagin a camera which is moving along a path for
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// Those curves can be used to represent the path of a everything (imagine a camera which is moving along a path for
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// example).
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//
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// Bezier curves are fast, flexible, beautiful and easy to compute. You just pass a bunch of parameter points to

include/inexor/vulkan-renderer/camera.hpp

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@@ -16,7 +16,7 @@ constexpr glm::vec3 DEFAULT_FRONT{1.0f, 0.0f, 0.0f};
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constexpr glm::vec3 DEFAULT_RIGHT{0.0f, 1.0f, 0.0f};
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/// The default value of the camera's up vector.
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constexpr glm::vec3 DEFAULT_UP{0.0f, 0.0f, 1.0f};
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}; // namespace directions
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} // namespace directions
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enum class CameraMovement { FORWARD, BACKWARD, LEFT, RIGHT };
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@@ -67,7 +67,7 @@ class Camera {
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float m_movement_speed{2.0f};
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/// The camera's aspect ratio (width divided by height).
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float m_aspect_ratio{1920.0f / 1080.0f};
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/// The sensivity of the mouse.
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/// The sensitivity of the mouse.
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float m_mouse_sensitivity{0.005f};
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/// The camera's near plane.
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float m_near_plane{0.001f};
@@ -225,4 +225,4 @@ class Camera {
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return m_perspective_matrix;
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}
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};
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}; // namespace inexor::vulkan_renderer
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} // namespace inexor::vulkan_renderer

include/inexor/vulkan-renderer/render_graph.hpp

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@@ -198,8 +198,8 @@ class RenderStage : public RenderGraphObject {
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m_descriptor_layouts.push_back(layout);
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}
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/// @brief Specifies a function that will be called during command buffer recordation for this stage
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/// @details This function can be used to specify other vulkan commands during command buffer recordation. The most
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/// @brief Specifies a function that will be called during command buffer recording for this stage
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/// @details This function can be used to specify other vulkan commands during command buffer recording. The most
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/// common use for this is for draw commands.
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void set_on_record(std::function<void(const class PhysicalStage *, const wrapper::CommandBuffer &)> on_record) {
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m_on_record = std::move(on_record);

include/inexor/vulkan-renderer/renderer.hpp

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@@ -98,7 +98,7 @@ class VulkanRenderer {
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bool m_window_resized{false};
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/// Neccesary for taking into account the relative speed of the system's CPU.
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/// Necessary for taking into account the relative speed of the system's CPU.
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float m_time_passed{0.0f};
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///

include/inexor/vulkan-renderer/settings_decision_maker.hpp

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@@ -22,18 +22,18 @@ struct SwapchainSettings {
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/// - Which presentation modes should be used?
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struct VulkanSettingsDecisionMaker {
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/// @brief Rate a graphcs card by its features.
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/// @brief Rate a graphics card by its features.
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/// @note The current implementation just sums up all available memory as a score.
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/// @todo Implement additional graphics card rating criteria if desired.
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/// @param graphics_card The graphics card which will be rated.
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/// @return The graphics card's score which is greater or equal to 0.
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[[nodiscard]] static std::size_t rate_graphics_card(VkPhysicalDevice graphics_card);
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/// @brief Automatically decide if a graphics card is suitable for this application's purposes.
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/// In order to be a suitable graphcs card for Inexor's purposes, it must fulfill the following criteria:
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/// In order to be a suitable graphics card for Inexor's purposes, it must fulfill the following criteria:
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/// - It must support a swapchain.
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/// - It must support presentation.
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/// @todo Add more checks to the validation mechanism if neccesary, e.h. check for geometry shader support.
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/// @todo Add more checks to the validation mechanism if necessary, e.h. check for geometry shader support.
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/// @param graphics_card The graphics card which will be checked for suitability.
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/// @return ``true`` if the graphics card is suitable.
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/// @warning When implementing additional graphics card suitability criteria, do not return false for graphics cards
@@ -65,7 +65,7 @@ struct VulkanSettingsDecisionMaker {
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[[nodiscard]] static std::uint32_t decide_how_many_images_in_swapchain_to_use(VkPhysicalDevice graphics_card,
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VkSurfaceKHR surface);
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/// @brief Automatically decide whcih surface color to use in swapchain.
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/// @brief Automatically decide which surface color to use in swapchain.
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/// @param graphics_card The selected graphics card.
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/// @param surface The selected (window) surface.
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/// @return The surface format for swapchain if any could be determined, std::nullopt otherwise.

include/inexor/vulkan-renderer/time_step.hpp

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@@ -5,7 +5,7 @@
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namespace inexor::vulkan_renderer {
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/// @brief Responsible for calculating the amount of time which has passed between rendering two frames.
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/// Since every machine has slightly different speed, it is neccesary to the timestep when animating something.
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/// Since every machine has slightly different speed, it is necessary to the timestep when animating something.
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/// @todo Implement time step for every thread?
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class TimeStep {
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// The time point of the last render call.

include/inexor/vulkan-renderer/world/collision.hpp

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@@ -9,7 +9,7 @@ namespace inexor::vulkan_renderer::world {
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/// @brief A wrapper for collisions between a ray and octree geometry.
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/// This class is used for octree collision, but it can be used for every cube-like data structure
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/// @tparam T A templatable type which offers a size() and center() method.
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/// @tparam T A template type which offers a size() and center() method.
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template <typename T>
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class RayCubeCollision {
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const T &m_cube;

include/inexor/vulkan-renderer/wrapper/device.hpp

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@@ -111,7 +111,7 @@ class Device {
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}
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/// @note Transfer queues are the fastest way to copy data across the PCIe bus. They are heavily underutilized
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/// even in modern games. Transfer queues can be used asynchronously to graphics queuey.
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/// even in modern games. Transfer queues can be used asynchronously to graphics queue.
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[[nodiscard]] VkQueue transfer_queue() const {
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return m_transfer_queue;
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}

include/inexor/vulkan-renderer/wrapper/fence.hpp

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@@ -20,7 +20,7 @@ class Fence {
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/// @brief Default constructor.
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/// @param device The const reference to a device RAII wrapper instance.
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/// @param name The internal debug marker name of the VkFence.
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/// @param in_signaled_state True if the VkFence will be constructored in signaled state, false otherwise.
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/// @param in_signaled_state True if the VkFence will be constructed in signaled state, false otherwise.
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/// @warning Make sure to specify in_signaled_state correctly as needed, otherwise synchronization problems occur.
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Fence(const wrapper::Device &device, const std::string &name, bool in_signaled_state);
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