Commit cdec46df authored by cutealien's avatar cutealien

Spelling errors.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4095 dfc29bdd-3216-0410-991c-e03cc46cb475
parent 87b7e4d1
...@@ -223,7 +223,7 @@ int main() ...@@ -223,7 +223,7 @@ int main()
but not pixel shaders, we create a new material which only uses the but not pixel shaders, we create a new material which only uses the
vertex shader, and no pixel shader. Otherwise, if we would tell the vertex shader, and no pixel shader. Otherwise, if we would tell the
engine to create this material and the engine sees that the hardware engine to create this material and the engine sees that the hardware
wouldn't be able to fullfill the request completely, it would not wouldn't be able to fulfill the request completely, it would not
create any new material at all. So in this example you would see at create any new material at all. So in this example you would see at
least the vertex shader in action, without the pixel shader. least the vertex shader in action, without the pixel shader.
*/ */
...@@ -260,7 +260,7 @@ int main() ...@@ -260,7 +260,7 @@ int main()
names, then you could write the code of the shader directly as string. names, then you could write the code of the shader directly as string.
The following parameter is a pointer to the IShaderConstantSetCallBack The following parameter is a pointer to the IShaderConstantSetCallBack
class we wrote at the beginning of this tutorial. If you don't want to class we wrote at the beginning of this tutorial. If you don't want to
set constants, set this to 0. The last paramter tells the engine which set constants, set this to 0. The last parameter tells the engine which
material it should use as base material. material it should use as base material.
To demonstrate this, we create two materials with a different base To demonstrate this, we create two materials with a different base
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