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Fixed some grammar mistakes and typos. (#2914)

* Fixed some grammar mistakes.

* Fixed some typos.
Julio C. Galindo 2 年之前
父節點
當前提交
6ae21d6581
共有 14 個文件被更改,包括 111 次插入111 次删除
  1. 9 9
      src/config.h
  2. 1 1
      src/minshell.html
  3. 10 10
      src/raudio.c
  4. 8 8
      src/raylib.h
  5. 1 1
      src/rcamera.h
  6. 26 26
      src/rcore.c
  7. 5 5
      src/rgestures.h
  8. 1 1
      src/rlgl.h
  9. 18 18
      src/rmodels.c
  10. 3 3
      src/rshapes.c
  11. 11 11
      src/rtext.c
  12. 13 13
      src/rtextures.c
  13. 1 1
      src/shell.html
  14. 4 4
      src/utils.c

+ 9 - 9
src/config.h

@@ -50,7 +50,7 @@
 // Setting a higher resolution can improve the accuracy of time-out intervals in wait functions.
 // However, it can also reduce overall system performance, because the thread scheduler switches tasks more often.
 #define SUPPORT_WINMM_HIGHRES_TIMER 1
-// Use busy wait loop for timing sync, if not defined, a high-resolution timer is setup and used
+// Use busy wait loop for timing sync, if not defined, a high-resolution timer is set up and used
 //#define SUPPORT_BUSY_WAIT_LOOP      1
 // Use a partial-busy wait loop, in this case frame sleeps for most of the time, but then runs a busy loop at the end for accuracy
 #define SUPPORT_PARTIALBUSY_WAIT_LOOP
@@ -65,7 +65,7 @@
 // Support automatic generated events, loading and recording of those events when required
 //#define SUPPORT_EVENTS_AUTOMATION     1
 // Support custom frame control, only for advance users
-// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timming + PollInputEvents()
+// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
 // Enabling this flag allows manual control of the frame processes, use at your own risk
 //#define SUPPORT_CUSTOM_FRAME_CONTROL   1
 
@@ -110,12 +110,12 @@
 
 // Default shader vertex attribute names to set location points
 // NOTE: When a new shader is loaded, the following locations are tried to be set for convenience
-#define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION     "vertexPosition"    // Binded by default to shader location: 0
-#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD     "vertexTexCoord"    // Binded by default to shader location: 1
-#define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL       "vertexNormal"      // Binded by default to shader location: 2
-#define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR        "vertexColor"       // Binded by default to shader location: 3
-#define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT      "vertexTangent"     // Binded by default to shader location: 4
-#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2    "vertexTexCoord2"   // Binded by default to shader location: 5
+#define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION     "vertexPosition"    // Bound by default to shader location: 0
+#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD     "vertexTexCoord"    // Bound by default to shader location: 1
+#define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL       "vertexNormal"      // Bound by default to shader location: 2
+#define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR        "vertexColor"       // Bound by default to shader location: 3
+#define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT      "vertexTangent"     // Bound by default to shader location: 4
+#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2    "vertexTexCoord2"   // Bound by default to shader location: 5
 
 #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP         "mvp"               // model-view-projection matrix
 #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW        "matView"           // view matrix
@@ -139,7 +139,7 @@
 //------------------------------------------------------------------------------------
 // Module: rtextures - Configuration Flags
 //------------------------------------------------------------------------------------
-// Selecte desired fileformats to be supported for image data loading
+// Select the desired fileformats to be supported for image data loading
 #define SUPPORT_FILEFORMAT_PNG      1
 //#define SUPPORT_FILEFORMAT_BMP      1
 //#define SUPPORT_FILEFORMAT_TGA      1

+ 1 - 1
src/minshell.html

@@ -1,5 +1,5 @@
 <!doctype html>
-<html lang="en-us">
+<html lang="EN-us">
   <head>
     <meta charset="utf-8">
     <meta http-equiv="Content-Type" content="text/html; charset=utf-8">

+ 10 - 10
src/raudio.c

@@ -314,7 +314,7 @@ typedef enum {
 #endif
 
 // NOTE: Different logic is used when feeding data to the playback device
-// depending on whether or not data is streamed (Music vs Sound)
+// depending on whether data is streamed (Music vs Sound)
 typedef enum {
     AUDIO_BUFFER_USAGE_STATIC = 0,
     AUDIO_BUFFER_USAGE_STREAM
@@ -474,7 +474,7 @@ void InitAudioDevice(void)
         return;
     }
 
-    // Mixing happens on a seperate thread which means we need to synchronize. I'm using a mutex here to make things simple, but may
+    // Mixing happens on a separate thread which means we need to synchronize. I'm using a mutex here to make things simple, but may
     // want to look at something a bit smarter later on to keep everything real-time, if that's necessary.
     if (ma_mutex_init(&AUDIO.System.lock) != MA_SUCCESS)
     {
@@ -1089,7 +1089,7 @@ void PlaySoundMulti(Sound sound)
     unsigned int oldAge = 0;
     int oldIndex = -1;
 
-    // find the first non playing pool entry
+    // find the first non-playing pool entry
     for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
     {
         if (AUDIO.MultiChannel.channels[i] > oldAge)
@@ -1105,7 +1105,7 @@ void PlaySoundMulti(Sound sound)
         }
     }
 
-    // If no none playing pool members can be index choose the oldest
+    // If no none playing pool members can be indexed choose the oldest
     if (index == -1)
     {
         TRACELOG(LOG_WARNING, "SOUND: Buffer pool is already full, count: %i", AUDIO.MultiChannel.poolCounter);
@@ -1113,7 +1113,7 @@ void PlaySoundMulti(Sound sound)
         if (oldIndex == -1)
         {
             // Shouldn't be able to get here... but just in case something odd happens!
-            TRACELOG(LOG_WARNING, "SOUND: Buffer pool could not determine oldest buffer not playing sound");
+            TRACELOG(LOG_WARNING, "SOUND: Buffer pool could not determine the oldest buffer not playing sound");
             return;
         }
 
@@ -2107,8 +2107,8 @@ void UnloadAudioStream(AudioStream stream)
 }
 
 // Update audio stream buffers with data
-// NOTE 1: Only updates one buffer of the stream source: unqueue -> update -> queue
-// NOTE 2: To unqueue a buffer it needs to be processed: IsAudioStreamProcessed()
+// NOTE 1: Only updates one buffer of the stream source: dequeue -> update -> queue
+// NOTE 2: To dequeue a buffer it needs to be processed: IsAudioStreamProcessed()
 void UpdateAudioStream(AudioStream stream, const void *data, int frameCount)
 {
     if (stream.buffer != NULL)
@@ -2305,7 +2305,7 @@ static ma_uint32 ReadAudioBufferFramesInInternalFormat(AudioBuffer *audioBuffer,
 
     if (currentSubBufferIndex > 1) return 0;
 
-    // Another thread can update the processed state of buffers so
+    // Another thread can update the processed state of buffers, so
     // we just take a copy here to try and avoid potential synchronization problems
     bool isSubBufferProcessed[2] = { 0 };
     isSubBufferProcessed[0] = audioBuffer->isSubBufferProcessed[0];
@@ -2319,7 +2319,7 @@ static ma_uint32 ReadAudioBufferFramesInInternalFormat(AudioBuffer *audioBuffer,
     {
         // We break from this loop differently depending on the buffer's usage
         //  - For static buffers, we simply fill as much data as we can
-        //  - For streaming buffers we only fill the halves of the buffer that are processed
+        //  - For streaming buffers we only fill half of the buffer that are processed
         //    Unprocessed halves must keep their audio data in-tact
         if (audioBuffer->usage == AUDIO_BUFFER_USAGE_STATIC)
         {
@@ -2376,7 +2376,7 @@ static ma_uint32 ReadAudioBufferFramesInInternalFormat(AudioBuffer *audioBuffer,
 
         // For static buffers we can fill the remaining frames with silence for safety, but we don't want
         // to report those frames as "read". The reason for this is that the caller uses the return value
-        // to know whether or not a non-looping sound has finished playback.
+        // to know whether a non-looping sound has finished playback.
         if (audioBuffer->usage != AUDIO_BUFFER_USAGE_STATIC) framesRead += totalFramesRemaining;
     }
 

+ 8 - 8
src/raylib.h

@@ -216,7 +216,7 @@ typedef struct Vector4 {
 // Quaternion, 4 components (Vector4 alias)
 typedef Vector4 Quaternion;
 
-// Matrix, 4x4 components, column major, OpenGL style, right handed
+// Matrix, 4x4 components, column major, OpenGL style, right-handed
 typedef struct Matrix {
     float m0, m4, m8, m12;  // Matrix first row (4 components)
     float m1, m5, m9, m13;  // Matrix second row (4 components)
@@ -413,8 +413,8 @@ typedef struct Ray {
 // RayCollision, ray hit information
 typedef struct RayCollision {
     bool hit;               // Did the ray hit something?
-    float distance;         // Distance to nearest hit
-    Vector3 point;          // Point of nearest hit
+    float distance;         // Distance to the nearest hit
+    Vector3 point;          // Point of the nearest hit
     Vector3 normal;         // Surface normal of hit
 } RayCollision;
 
@@ -681,7 +681,7 @@ typedef enum {
     MOUSE_CURSOR_RESIZE_NS     = 6,     // Vertical resize/move arrow shape
     MOUSE_CURSOR_RESIZE_NWSE   = 7,     // Top-left to bottom-right diagonal resize/move arrow shape
     MOUSE_CURSOR_RESIZE_NESW   = 8,     // The top-right to bottom-left diagonal resize/move arrow shape
-    MOUSE_CURSOR_RESIZE_ALL    = 9,     // The omni-directional resize/move cursor shape
+    MOUSE_CURSOR_RESIZE_ALL    = 9,     // The omnidirectional resize/move cursor shape
     MOUSE_CURSOR_NOT_ALLOWED   = 10     // The operation-not-allowed shape
 } MouseCursor;
 
@@ -839,10 +839,10 @@ typedef enum {
 typedef enum {
     CUBEMAP_LAYOUT_AUTO_DETECT = 0,         // Automatically detect layout type
     CUBEMAP_LAYOUT_LINE_VERTICAL,           // Layout is defined by a vertical line with faces
-    CUBEMAP_LAYOUT_LINE_HORIZONTAL,         // Layout is defined by an horizontal line with faces
+    CUBEMAP_LAYOUT_LINE_HORIZONTAL,         // Layout is defined by a horizontal line with faces
     CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR,     // Layout is defined by a 3x4 cross with cubemap faces
     CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE,     // Layout is defined by a 4x3 cross with cubemap faces
-    CUBEMAP_LAYOUT_PANORAMA                 // Layout is defined by a panorama image (equirectangular map)
+    CUBEMAP_LAYOUT_PANORAMA                 // Layout is defined by a panorama image (equirrectangular map)
 } CubemapLayout;
 
 // Font type, defines generation method
@@ -903,7 +903,7 @@ typedef enum {
 } NPatchLayout;
 
 // Callbacks to hook some internal functions
-// WARNING: This callbacks are intended for advance users
+// WARNING: These callbacks are intended for advance users
 typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args);  // Logging: Redirect trace log messages
 typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, unsigned int *bytesRead);      // FileIO: Load binary data
 typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, unsigned int bytesToWrite);  // FileIO: Save binary data
@@ -1228,7 +1228,7 @@ RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);
 //------------------------------------------------------------------------------------
 
 // Image loading functions
-// NOTE: This functions do not require GPU access
+// NOTE: These functions do not require GPU access
 RLAPI Image LoadImage(const char *fileName);                                                             // Load image from file into CPU memory (RAM)
 RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize);       // Load image from RAW file data
 RLAPI Image LoadImageAnim(const char *fileName, int *frames);                                            // Load image sequence from file (frames appended to image.data)

+ 1 - 1
src/rcamera.h

@@ -150,7 +150,7 @@ void SetCameraMoveControls(int keyFront, int keyBack,
 #endif
 
 // Camera mouse movement sensitivity
-#define CAMERA_MOUSE_MOVE_SENSITIVITY                   0.5f    // TODO: it should be independant of framerate
+#define CAMERA_MOUSE_MOVE_SENSITIVITY                   0.5f    // TODO: it should be independent of framerate
 #define CAMERA_MOUSE_SCROLL_SENSITIVITY                 1.5f
 
 // FREE_CAMERA

+ 26 - 26
src/rcore.c

@@ -865,7 +865,7 @@ void InitWindow(int width, int height, const char *title)
     LoadFontDefault();
     #if defined(SUPPORT_MODULE_RSHAPES)
     Rectangle rec = GetFontDefault().recs[95];
-    // NOTE: We setup a 1px padding on char rectangle to avoid pixel bleeding on MSAA filtering
+    // NOTE: We set up a 1px padding on char rectangle to avoid pixel bleeding on MSAA filtering
     SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 }); // WARNING: Module required: rshapes
     #endif
 #else
@@ -1318,7 +1318,7 @@ void MaximizeWindow(void)
 void MinimizeWindow(void)
 {
 #if defined(PLATFORM_DESKTOP)
-    // NOTE: Following function launches callback that sets appropiate flag!
+    // NOTE: Following function launches callback that sets appropriate flag!
     glfwIconifyWindow(CORE.Window.handle);
 #endif
 }
@@ -1417,13 +1417,13 @@ void SetWindowState(unsigned int flags)
     // State change: FLAG_WINDOW_TRANSPARENT
     if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) != (flags & FLAG_WINDOW_TRANSPARENT)) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0))
     {
-        TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only by configured before window initialization");
+        TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only be configured before window initialization");
     }
 
     // State change: FLAG_WINDOW_HIGHDPI
     if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) != (flags & FLAG_WINDOW_HIGHDPI)) && ((flags & FLAG_WINDOW_HIGHDPI) > 0))
     {
-        TRACELOG(LOG_WARNING, "WINDOW: High DPI can only by configured before window initialization");
+        TRACELOG(LOG_WARNING, "WINDOW: High DPI can only be configured before window initialization");
     }
 
     // State change: FLAG_WINDOW_MOUSE_PASSTHROUGH
@@ -1436,13 +1436,13 @@ void SetWindowState(unsigned int flags)
     // State change: FLAG_MSAA_4X_HINT
     if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) != (flags & FLAG_MSAA_4X_HINT)) && ((flags & FLAG_MSAA_4X_HINT) > 0))
     {
-        TRACELOG(LOG_WARNING, "WINDOW: MSAA can only by configured before window initialization");
+        TRACELOG(LOG_WARNING, "WINDOW: MSAA can only be configured before window initialization");
     }
 
     // State change: FLAG_INTERLACED_HINT
     if (((CORE.Window.flags & FLAG_INTERLACED_HINT) != (flags & FLAG_INTERLACED_HINT)) && ((flags & FLAG_INTERLACED_HINT) > 0))
     {
-        TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only by configured before window initialization");
+        TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only be configured before window initialization");
     }
 #endif
 }
@@ -1525,13 +1525,13 @@ void ClearWindowState(unsigned int flags)
     // State change: FLAG_WINDOW_TRANSPARENT
     if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0))
     {
-        TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only by configured before window initialization");
+        TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only be configured before window initialization");
     }
 
     // State change: FLAG_WINDOW_HIGHDPI
     if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) && ((flags & FLAG_WINDOW_HIGHDPI) > 0))
     {
-        TRACELOG(LOG_WARNING, "WINDOW: High DPI can only by configured before window initialization");
+        TRACELOG(LOG_WARNING, "WINDOW: High DPI can only be configured before window initialization");
     }
 
     // State change: FLAG_WINDOW_MOUSE_PASSTHROUGH
@@ -1544,13 +1544,13 @@ void ClearWindowState(unsigned int flags)
     // State change: FLAG_MSAA_4X_HINT
     if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) > 0) && ((flags & FLAG_MSAA_4X_HINT) > 0))
     {
-        TRACELOG(LOG_WARNING, "WINDOW: MSAA can only by configured before window initialization");
+        TRACELOG(LOG_WARNING, "WINDOW: MSAA can only be configured before window initialization");
     }
 
     // State change: FLAG_INTERLACED_HINT
     if (((CORE.Window.flags & FLAG_INTERLACED_HINT) > 0) && ((flags & FLAG_INTERLACED_HINT) > 0))
     {
-        TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only by configured before window initialization");
+        TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only be configured before window initialization");
     }
 #endif
 }
@@ -2482,10 +2482,10 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
 
         shader.locs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int));
 
-        // All locations reseted to -1 (no location)
+        // All locations reset to -1 (no location)
         for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
 
-        // Get handles to GLSL input attibute locations
+        // Get handles to GLSL input attribute locations
         shader.locs[SHADER_LOC_VERTEX_POSITION] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
         shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
         shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
@@ -2553,7 +2553,7 @@ void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniform
     {
         rlEnableShader(shader.id);
         rlSetUniform(locIndex, value, uniformType, count);
-        //rlDisableShader();      // Avoid reseting current shader program, in case other uniforms are set
+        //rlDisableShader();      // Avoid resetting current shader program, in case other uniforms are set
     }
 }
 
@@ -2618,7 +2618,7 @@ Ray GetMouseRay(Vector2 mouse, Camera camera)
     Vector3 farPoint = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView);
 
     // Unproject the mouse cursor in the near plane.
-    // We need this as the source position because orthographic projects, compared to perspect doesn't have a
+    // We need this as the source position because orthographic projects, compared to perspective doesn't have a
     // convergence point, meaning that the "eye" of the camera is more like a plane than a point.
     Vector3 cameraPlanePointerPos = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, -1.0f }, matProj, matView);
 
@@ -2808,7 +2808,7 @@ double GetTime(void)
 
 // Setup window configuration flags (view FLAGS)
 // NOTE: This function is expected to be called before window creation,
-// because it setups some flags for the window creation process.
+// because it sets up some flags for the window creation process.
 // To configure window states after creation, just use SetWindowState()
 void SetConfigFlags(unsigned int flags)
 {
@@ -3929,7 +3929,7 @@ static bool InitGraphicsDevice(int width, int height)
     CORE.Window.screenScale = MatrixIdentity();  // No draw scaling required by default
 
     // NOTE: Framebuffer (render area - CORE.Window.render.width, CORE.Window.render.height) could include black bars...
-    // ...in top-down or left-right to match display aspect ratio (no weird scalings)
+    // ...in top-down or left-right to match display aspect ratio (no weird scaling)
 
 #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
     glfwSetErrorCallback(ErrorCallback);
@@ -4100,8 +4100,8 @@ static bool InitGraphicsDevice(int width, int height)
         // remember center for switchinging from fullscreen to window
         if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width))
         {
-            // If screen width/height equal to the dislpay, we can't calclulate the window pos for toggling fullscreened/windowed.
-            // Toggling fullscreened/windowed with pos(0, 0) can cause problems in some platforms, such as X11.
+            // If screen width/height equal to the display, we can't calculate the window pos for toggling full-screened/windowed.
+            // Toggling full-screened/windowed with pos(0, 0) can cause problems in some platforms, such as X11.
             CORE.Window.position.x = CORE.Window.display.width/4;
             CORE.Window.position.y = CORE.Window.display.height/4;
         }
@@ -4138,7 +4138,7 @@ static bool InitGraphicsDevice(int width, int height)
         // framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched
         // by the sides to fit all monitor space...
 
-        // Try to setup the most appropiate fullscreen framebuffer for the requested screenWidth/screenHeight
+        // Try to setup the most appropriate fullscreen framebuffer for the requested screenWidth/screenHeight
         // It considers device display resolution mode and setups a framebuffer with black bars if required (render size/offset)
         // Modified global variables: CORE.Window.screen.width/CORE.Window.screen.height - CORE.Window.render.width/CORE.Window.render.height - CORE.Window.renderOffset.x/CORE.Window.renderOffset.y - CORE.Window.screenScale
         // TODO: It is a quite cumbersome solution to display size vs requested size, it should be reviewed or removed...
@@ -4205,7 +4205,7 @@ static bool InitGraphicsDevice(int width, int height)
     // NOTE: V-Sync can be enabled by graphic driver configuration
     if (CORE.Window.flags & FLAG_VSYNC_HINT)
     {
-        // WARNING: It seems to hits a critical render path in Intel HD Graphics
+        // WARNING: It seems to hit a critical render path in Intel HD Graphics
         glfwSwapInterval(1);
         TRACELOG(LOG_INFO, "DISPLAY: Trying to enable VSYNC");
     }
@@ -4216,12 +4216,12 @@ static bool InitGraphicsDevice(int width, int height)
 #if defined(PLATFORM_DESKTOP)
     if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
     {
-        // NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling
+        // NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling.
         // Framebuffer scaling should be activated with: glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE);
     #if !defined(__APPLE__)
         glfwGetFramebufferSize(CORE.Window.handle, &fbWidth, &fbHeight);
 
-        // Screen scaling matrix is required in case desired screen area is different than display area
+        // Screen scaling matrix is required in case desired screen area is different from display area
         CORE.Window.screenScale = MatrixScale((float)fbWidth/CORE.Window.screen.width, (float)fbHeight/CORE.Window.screen.height, 1.0f);
 
         // Mouse input scaling for the new screen size
@@ -4819,7 +4819,7 @@ static void InitTimer(void)
 // NOTE: Sleep() granularity could be around 10 ms, it means, Sleep() could
 // take longer than expected... for that reason we use the busy wait loop
 // Ref: http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected
-// Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timming on Win32!
+// Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timing on Win32!
 void WaitTime(double seconds)
 {
 #if defined(SUPPORT_BUSY_WAIT_LOOP) || defined(SUPPORT_PARTIALBUSY_WAIT_LOOP)
@@ -5414,7 +5414,7 @@ static void CharCallback(GLFWwindow *window, unsigned int key)
     //TRACELOG(LOG_DEBUG, "Char Callback: KEY:%i(%c)", key, key);
 
     // NOTE: Registers any key down considering OS keyboard layout but
-    // do not detects action events, those should be managed by user...
+    // does not detect action events, those should be managed by user...
     // Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
     // Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char
 
@@ -5457,7 +5457,7 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int
     gestureEvent.position[0].x /= (float)GetScreenWidth();
     gestureEvent.position[0].y /= (float)GetScreenHeight();
 
-    // Gesture data is sent to gestures system for processing
+    // Gesture data is sent to gestures-system for processing
     ProcessGestureEvent(gestureEvent);
 #endif
 }
@@ -5488,7 +5488,7 @@ static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
     gestureEvent.position[0].x /= (float)GetScreenWidth();
     gestureEvent.position[0].y /= (float)GetScreenHeight();
 
-    // Gesture data is sent to gestures system for processing
+    // Gesture data is sent to gestures-system for processing
     ProcessGestureEvent(gestureEvent);
 #endif
 }

+ 5 - 5
src/rgestures.h

@@ -249,7 +249,7 @@ static double rgGetCurrentTime(void);
 // Module Functions Definition
 //----------------------------------------------------------------------------------
 
-// Enable only desired getures to be detected
+// Enable only desired gestures to be detected
 void SetGesturesEnabled(unsigned int flags)
 {
     GESTURES.enabledFlags = flags;
@@ -300,7 +300,7 @@ void ProcessGestureEvent(GestureEvent event)
         {
             if (GESTURES.current == GESTURE_DRAG) GESTURES.Touch.upPosition = event.position[0];
 
-            // NOTE: GESTURES.Drag.intensity dependend on the resolution of the screen
+            // NOTE: GESTURES.Drag.intensity dependent on the resolution of the screen
             GESTURES.Drag.distance = rgVector2Distance(GESTURES.Touch.downPositionA, GESTURES.Touch.upPosition);
             GESTURES.Drag.intensity = GESTURES.Drag.distance/(float)((rgGetCurrentTime() - GESTURES.Swipe.timeDuration));
 
@@ -472,7 +472,7 @@ Vector2 GetGestureDragVector(void)
 }
 
 // Get drag angle
-// NOTE: Angle in degrees, horizontal-right is 0, counterclock-wise
+// NOTE: Angle in degrees, horizontal-right is 0, counterclockwise
 float GetGestureDragAngle(void)
 {
     // NOTE: drag angle is calculated on one touch points TOUCH_ACTION_UP
@@ -488,8 +488,8 @@ Vector2 GetGesturePinchVector(void)
     return GESTURES.Pinch.vector;
 }
 
-// Get angle beween two pinch points
-// NOTE: Angle in degrees, horizontal-right is 0, counterclock-wise
+// Get angle between two pinch points
+// NOTE: Angle in degrees, horizontal-right is 0, counterclockwise
 float GetGesturePinchAngle(void)
 {
     // NOTE: pinch angle is calculated on two touch points TOUCH_ACTION_MOVE

+ 1 - 1
src/rlgl.h

@@ -502,7 +502,7 @@ typedef enum {
 } rlShaderAttributeDataType;
 
 // Framebuffer attachment type
-// NOTE: By default up to 8 color channels defined but it can be more
+// NOTE: By default up to 8 color channels defined, but it can be more
 typedef enum {
     RL_ATTACHMENT_COLOR_CHANNEL0 = 0,   // Framebuffer attachment type: color 0
     RL_ATTACHMENT_COLOR_CHANNEL1,       // Framebuffer attachment type: color 1

+ 18 - 18
src/rmodels.c

@@ -1125,7 +1125,7 @@ void UnloadModel(Model model)
 
     // Unload materials maps
     // NOTE: As the user could be sharing shaders and textures between models,
-    // we don't unload the material but just free it's maps,
+    // we don't unload the material but just free its maps,
     // the user is responsible for freeing models shaders and textures
     for (int i = 0; i < model.materialCount; i++) RL_FREE(model.materials[i].maps);
 
@@ -1146,7 +1146,7 @@ void UnloadModelKeepMeshes(Model model)
 {
     // Unload materials maps
     // NOTE: As the user could be sharing shaders and textures between models,
-    // we don't unload the material but just free it's maps,
+    // we don't unload the material but just free its maps,
     // the user is responsible for freeing models shaders and textures
     for (int i = 0; i < model.materialCount; i++) RL_FREE(model.materials[i].maps);
 
@@ -1230,7 +1230,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
     rlEnableVertexAttribute(1);
 
     // WARNING: When setting default vertex attribute values, the values for each generic vertex attribute
-    // is part of current state and it is maintained even if a different program object is used
+    // is part of current state, and it is maintained even if a different program object is used
 
     if (mesh->normals != NULL)
     {
@@ -1383,7 +1383,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
     }
 
     // Get a copy of current matrices to work with,
-    // just in case stereo render is required and we need to modify them
+    // just in case stereo render is required, and we need to modify them
     // NOTE: At this point the modelview matrix just contains the view matrix (camera)
     // That's because BeginMode3D() sets it and there is no model-drawing function
     // that modifies it, all use rlPushMatrix() and rlPopMatrix()
@@ -1396,7 +1396,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
     if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], matView);
     if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], matProjection);
 
-    // Model transformation matrix is send to shader uniform location: SHADER_LOC_MATRIX_MODEL
+    // Model transformation matrix is sent to shader uniform location: SHADER_LOC_MATRIX_MODEL
     if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], transform);
 
     // Accumulate several model transformations:
@@ -1517,7 +1517,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
         else rlDrawVertexArray(0, mesh.vertexCount);
     }
 
-    // Unbind all binded texture maps
+    // Unbind all bound texture maps
     for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
     {
         if (material.maps[i].texture.id > 0)
@@ -1587,7 +1587,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
     }
 
     // Get a copy of current matrices to work with,
-    // just in case stereo render is required and we need to modify them
+    // just in case stereo render is required, and we need to modify them
     // NOTE: At this point the modelview matrix just contains the view matrix (camera)
     // That's because BeginMode3D() sets it and there is no model-drawing function
     // that modifies it, all use rlPushMatrix() and rlPopMatrix()
@@ -1738,7 +1738,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
         else rlDrawVertexArrayInstanced(0, mesh.vertexCount, instances);
     }
 
-    // Unbind all binded texture maps
+    // Unbind all bound texture maps
     for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
     {
         if (material.maps[i].texture.id > 0)
@@ -2559,7 +2559,7 @@ Mesh GenMeshSphere(float radius, int rings, int slices)
     return mesh;
 }
 
-// Generate hemi-sphere mesh (half sphere, no bottom cap)
+// Generate hemisphere mesh (half sphere, no bottom cap)
 Mesh GenMeshHemiSphere(float radius, int rings, int slices)
 {
     Mesh mesh = { 0 };
@@ -3242,7 +3242,7 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
         }
     }
 
-    // Move data from mapVertices temp arays to vertices float array
+    // Move data from mapVertices temp arrays to vertices float array
     mesh.vertexCount = vCounter;
     mesh.triangleCount = vCounter/3;
 
@@ -3742,7 +3742,7 @@ RayCollision GetRayCollisionBox(Ray ray, BoundingBox box)
     // NOTE: We use an additional .01 to fix numerical errors
     collision.normal = Vector3Scale(collision.normal, 2.01f);
     collision.normal = Vector3Divide(collision.normal, Vector3Subtract(box.max, box.min));
-    // The relevant elemets of the vector are now slightly larger than 1.0f (or smaller than -1.0f)
+    // The relevant elements of the vector are now slightly larger than 1.0f (or smaller than -1.0f)
     // and the others are somewhere between -1.0 and 1.0 casting to int is exactly our wanted normal!
     collision.normal.x = (float)((int)collision.normal.x);
     collision.normal.y = (float)((int)collision.normal.y);
@@ -3842,7 +3842,7 @@ RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3
     // Calculate u parameter and test bound
     u = Vector3DotProduct(tv, p)*invDet;
 
-    // The intersection lies outside of the triangle
+    // The intersection lies outside the triangle
     if ((u < 0.0f) || (u > 1.0f)) return collision;
 
     // Prepare to test v parameter
@@ -3851,7 +3851,7 @@ RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3
     // Calculate V parameter and test bound
     v = Vector3DotProduct(ray.direction, q)*invDet;
 
-    // The intersection lies outside of the triangle
+    // The intersection lies outside the triangle
     if ((v < 0.0f) || ((u + v) > 1.0f)) return collision;
 
     t = Vector3DotProduct(edge2, q)*invDet;
@@ -4671,7 +4671,7 @@ static Image LoadImageFromCgltfImage(cgltf_image *cgltfImage, const char *texPat
 {
     Image image = { 0 };
 
-    if (cgltfImage->uri != NULL)     // Check if image data is provided as a uri (base64 or path)
+    if (cgltfImage->uri != NULL)     // Check if image data is provided as an uri (base64 or path)
     {
         if ((strlen(cgltfImage->uri) > 5) &&
             (cgltfImage->uri[0] == 'd') &&
@@ -4959,7 +4959,7 @@ static Model LoadGLTF(const char *fileName)
 
                 for (unsigned int j = 0; j < data->meshes[i].primitives[p].attributes_count; j++)
                 {
-                    // Check the different attributes for every pimitive
+                    // Check the different attributes for every primitive
                     if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_position)      // POSITION
                     {
                         cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data;
@@ -5110,7 +5110,7 @@ static Model LoadGLTF(const char *fileName)
                 {
                     // The primitive actually keeps the pointer to the corresponding material,
                     // raylib instead assigns to the mesh the by its index, as loaded in model.materials array
-                    // To get the index, we check if material pointers match and we assign the corresponding index,
+                    // To get the index, we check if material pointers match, and we assign the corresponding index,
                     // skipping index 0, the default material
                     if (&data->materials[m] == data->meshes[i].primitives[p].material)
                     {
@@ -5613,7 +5613,7 @@ static Model LoadM3D(const char *fileName)
             // Materials are grouped together
             if (mi != m3d->face[i].materialid)
             {
-                // there should be only one material switch per material kind, but be bulletproof for unoptimal model files
+                // there should be only one material switch per material kind, but be bulletproof for non-optimal model files
                 if (k + 1 >= model.meshCount)
                 {
                     model.meshCount++;
@@ -5838,7 +5838,7 @@ static Model LoadM3D(const char *fileName)
         }
 
         // Load bone-pose default mesh into animation vertices. These will be updated when UpdateModelAnimation gets
-        // called, but not before, however DrawMesh uses these if they exists (so not good if they are left empty).
+        // called, but not before, however DrawMesh uses these if they exist (so not good if they are left empty).
         if (m3d->numbone && m3d->numskin)
         {
             for(i = 0; i < model.meshCount; i++)

+ 3 - 3
src/rshapes.c

@@ -978,7 +978,7 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
     rlSetTexture(texShapes.id);
 
     rlBegin(RL_QUADS);
-        // Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner
+        // Draw all the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner
         for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
         {
             float angle = angles[k];
@@ -1207,7 +1207,7 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, flo
 
         rlBegin(RL_QUADS);
 
-            // Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
+            // Draw all the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
             for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
             {
                 float angle = angles[k];
@@ -1342,7 +1342,7 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, flo
         // Use LINES to draw the outline
         rlBegin(RL_LINES);
 
-            // Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
+            // Draw all the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
             for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
             {
                 float angle = angles[k];

+ 11 - 11
src/rtext.c

@@ -65,7 +65,7 @@
 #include <stdio.h>          // Required for: vsprintf()
 #include <string.h>         // Required for: strcmp(), strstr(), strcpy(), strncpy() [Used in TextReplace()], sscanf() [Used in LoadBMFont()]
 #include <stdarg.h>         // Required for: va_list, va_start(), vsprintf(), va_end() [Used in TextFormat()]
-#include <ctype.h>          // Requried for: toupper(), tolower() [Used in TextToUpper(), TextToLower()]
+#include <ctype.h>          // Required for: toupper(), tolower() [Used in TextToUpper(), TextToLower()]
 
 #if defined(SUPPORT_FILEFORMAT_TTF)
     #define STB_RECT_PACK_IMPLEMENTATION
@@ -336,7 +336,7 @@ Font LoadFont(const char *fileName)
     }
     else
     {
-        SetTextureFilter(font.texture, TEXTURE_FILTER_POINT);    // By default we set point filter (best performance)
+        SetTextureFilter(font.texture, TEXTURE_FILTER_POINT);    // By default, we set point filter (the best performance)
         TRACELOG(LOG_INFO, "FONT: Data loaded successfully (%i pixel size | %i glyphs)", FONT_TTF_DEFAULT_SIZE, FONT_TTF_DEFAULT_NUMCHARS);
     }
 
@@ -584,7 +584,7 @@ GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSiz
             glyphCount = (glyphCount > 0)? glyphCount : 95;
 
             // Fill fontChars in case not provided externally
-            // NOTE: By default we fill glyphCount consecutevely, starting at 32 (Space)
+            // NOTE: By default we fill glyphCount consecutively, starting at 32 (Space)
 
             if (fontChars == NULL)
             {
@@ -647,7 +647,7 @@ GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSiz
                     }
                 }
 
-                // Get bounding box for character (may be offset to account for chars that dip above or below the line)
+                // Get bounding box for character (maybe offset to account for chars that dip above or below the line)
                 /*
                 int chX1, chY1, chX2, chY2;
                 stbtt_GetCodepointBitmapBox(&fontInfo, ch, scaleFactor, scaleFactor, &chX1, &chY1, &chX2, &chY2);
@@ -777,7 +777,7 @@ Image GenImageFontAtlas(const GlyphInfo *chars, Rectangle **charRecs, int glyphC
 
         for (int i = 0; i < glyphCount; i++)
         {
-            // It return char rectangles in atlas
+            // It returns char rectangles in atlas
             recs[i].x = rects[i].x + (float)padding;
             recs[i].y = rects[i].y + (float)padding;
             recs[i].width = (float)chars[i].image.width;
@@ -1040,7 +1040,7 @@ void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, f
 
     int size = TextLength(text);    // Total size in bytes of the text, scanned by codepoints in loop
 
-    int textOffsetY = 0;            // Offset between lines (on line break '\n')
+    int textOffsetY = 0;            // Offset between lines (on linebreak '\n')
     float textOffsetX = 0.0f;       // Offset X to next character to draw
 
     float scaleFactor = fontSize/font.baseSize;         // Character quad scaling factor
@@ -1053,7 +1053,7 @@ void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, f
         int index = GetGlyphIndex(font, codepoint);
 
         // NOTE: Normally we exit the decoding sequence as soon as a bad byte is found (and return 0x3f)
-        // but we need to draw all of the bad bytes using the '?' symbol moving one byte
+        // but we need to draw all the bad bytes using the '?' symbol moving one byte
         if (codepoint == 0x3f) codepointByteCount = 1;
 
         if (codepoint == '\n')
@@ -1119,7 +1119,7 @@ void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSiz
 // Draw multiple character (codepoints)
 void DrawTextCodepoints(Font font, const int *codepoints, int count, Vector2 position, float fontSize, float spacing, Color tint)
 {
-    int textOffsetY = 0;            // Offset between lines (on line break '\n')
+    int textOffsetY = 0;            // Offset between lines (on linebreak '\n')
     float textOffsetX = 0.0f;       // Offset X to next character to draw
 
     float scaleFactor = fontSize/font.baseSize;         // Character quad scaling factor
@@ -1195,7 +1195,7 @@ Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing
         index = GetGlyphIndex(font, letter);
 
         // NOTE: normally we exit the decoding sequence as soon as a bad byte is found (and return 0x3f)
-        // but we need to draw all of the bad bytes using the '?' symbol so to not skip any we set next = 1
+        // but we need to draw all the bad bytes using the '?' symbol so to not skip any we set next = 1
         if (letter == 0x3f) next = 1;
         i += next - 1;
 
@@ -1410,7 +1410,7 @@ char *TextReplace(char *text, const char *replace, const char *by)
     char *insertPoint = NULL;   // Next insert point
     char *temp = NULL;          // Temp pointer
     int replaceLen = 0;         // Replace string length of (the string to remove)
-    int byLen = 0;              // Replacement length (the string to replace replace by)
+    int byLen = 0;              // Replacement length (the string to replace by)
     int lastReplacePos = 0;     // Distance between replace and end of last replace
     int count = 0;              // Number of replacements
 
@@ -1756,7 +1756,7 @@ const char *CodepointToUTF8(int codepoint, int *utf8Size)
 #endif      // SUPPORT_TEXT_MANIPULATION
 
 // Get next codepoint in a UTF-8 encoded text, scanning until '\0' is found
-// When a invalid UTF-8 byte is encountered we exit as soon as possible and a '?'(0x3f) codepoint is returned
+// When an invalid UTF-8 byte is encountered we exit as soon as possible and a '?'(0x3f) codepoint is returned
 // Total number of bytes processed are returned as a parameter
 // NOTE: The standard says U+FFFD should be returned in case of errors
 // but that character is not supported by the default font in raylib

+ 13 - 13
src/rtextures.c

@@ -751,7 +751,7 @@ Image GenImageGradientRadial(int width, int height, float density, Color inner,
             float factor = (dist - radius*density)/(radius*(1.0f - density));
 
             factor = (float)fmax(factor, 0.0f);
-            factor = (float)fmin(factor, 1.f); // dist can be bigger than radius so we have to check
+            factor = (float)fmin(factor, 1.f); // dist can be bigger than radius, so we have to check
 
             pixels[y*width + x].r = (int)((float)outer.r*factor + (float)inner.r*(1.0f - factor));
             pixels[y*width + x].g = (int)((float)outer.g*factor + (float)inner.g*(1.0f - factor));
@@ -898,7 +898,7 @@ Image GenImageCellular(int width, int height, int tileSize)
                 }
             }
 
-            // I made this up but it seems to give good results at all tile sizes
+            // I made this up, but it seems to give good results at all tile sizes
             int intensity = (int)(minDistance*256.0f/tileSize);
             if (intensity > 255) intensity = 255;
 
@@ -1176,7 +1176,7 @@ void ImageFormat(Image *image, int newFormat)
                 } break;
                 case PIXELFORMAT_UNCOMPRESSED_R32:
                 {
-                    // WARNING: Image is converted to GRAYSCALE eqeuivalent 32bit
+                    // WARNING: Image is converted to GRAYSCALE equivalent 32bit
 
                     image->data = (float *)RL_MALLOC(image->width*image->height*sizeof(float));
 
@@ -1214,7 +1214,7 @@ void ImageFormat(Image *image, int newFormat)
             RL_FREE(pixels);
             pixels = NULL;
 
-            // In case original image had mipmaps, generate mipmaps for formated image
+            // In case original image had mipmaps, generate mipmaps for formatted image
             // NOTE: Original mipmaps are replaced by new ones, if custom mipmaps were used, they are lost
             if (image->mipmaps > 1)
             {
@@ -1269,7 +1269,7 @@ Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Co
     int size = (int)strlen(text);   // Get size in bytes of text
 
     int textOffsetX = 0;            // Image drawing position X
-    int textOffsetY = 0;            // Offset between lines (on line break '\n')
+    int textOffsetY = 0;            // Offset between lines (on linebreak '\n')
 
     // NOTE: Text image is generated at font base size, later scaled to desired font size
     Vector2 imSize = MeasureTextEx(font, text, (float)font.baseSize, spacing);  // WARNING: Module required: rtext
@@ -1286,7 +1286,7 @@ Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Co
         int index = GetGlyphIndex(font, codepoint);                         // WARNING: Module required: rtext
 
         // NOTE: Normally we exit the decoding sequence as soon as a bad byte is found (and return 0x3f)
-        // but we need to draw all of the bad bytes using the '?' symbol moving one byte
+        // but we need to draw all the bad bytes using the '?' symbol moving one byte
         if (codepoint == 0x3f) codepointByteCount = 1;
 
         if (codepoint == '\n')
@@ -1331,7 +1331,7 @@ Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Co
 }
 
 // Crop image depending on alpha value
-// NOTE: Threshold is defined as a percentatge: 0.0f -> 1.0f
+// NOTE: Threshold is defined as a percentage: 0.0f -> 1.0f
 void ImageAlphaCrop(Image *image, float threshold)
 {
     // Security check to avoid program crash
@@ -1711,7 +1711,7 @@ void ImageResize(Image *image, int newWidth, int newHeight)
         Color *pixels = LoadImageColors(*image);
         Color *output = (Color *)RL_MALLOC(newWidth*newHeight*sizeof(Color));
 
-        // NOTE: Color data is casted to (unsigned char *), there shouldn't been any problem...
+        // NOTE: Color data is cast to (unsigned char *), there shouldn't been any problem...
         stbir_resize_uint8((unsigned char *)pixels, image->width, image->height, 0, (unsigned char *)output, newWidth, newHeight, 0, 4);
 
         int format = image->format;
@@ -1891,7 +1891,7 @@ void ImageMipmaps(Image *image)
 }
 
 // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
-// NOTE: In case selected bpp do not represent an known 16bit format,
+// NOTE: In case selected bpp do not represent a known 16bit format,
 // dithered data is stored in the LSB part of the unsigned short
 void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp)
 {
@@ -2531,7 +2531,7 @@ void UnloadImagePalette(Color *colors)
 }
 
 // Get image alpha border rectangle
-// NOTE: Threshold is defined as a percentatge: 0.0f -> 1.0f
+// NOTE: Threshold is defined as a percentage: 0.0f -> 1.0f
 Rectangle GetImageAlphaBorder(Image image, float threshold)
 {
     Rectangle crop = { 0 };
@@ -3049,7 +3049,7 @@ void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color
         if ((srcRec.y + srcRec.height) > src.height) srcRec.height = src.height - srcRec.y;
 
         // Check if source rectangle needs to be resized to destination rectangle
-        // In that case, we make a copy of source and we apply all required transform
+        // In that case, we make a copy of source, and we apply all required transform
         if (((int)srcRec.width != (int)dstRec.width) || ((int)srcRec.height != (int)dstRec.height))
         {
             srcMod = ImageFromImage(src, srcRec);   // Create image from another image
@@ -3273,7 +3273,7 @@ TextureCubemap LoadTextureCubemap(Image image, int layout)
             faces = GenImageColor(size, size*6, MAGENTA);
             ImageFormat(&faces, image.format);
 
-            // NOTE: Image formating does not work with compressed textures
+            // NOTE: Image formatting does not work with compressed textures
 
             for (int i = 0; i < 6; i++) ImageDraw(&faces, image, faceRecs[i], (Rectangle){ 0, (float)size*i, (float)size, (float)size }, WHITE);
         }
@@ -3606,7 +3606,7 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
         // NOTE: Vertex position can be transformed using matrices
         // but the process is way more costly than just calculating
         // the vertex positions manually, like done above.
-        // I leave here the old implementation for educational pourposes,
+        // I leave here the old implementation for educational purposes,
         // just in case someone wants to do some performance test
         /*
         rlSetTexture(texture.id);

+ 1 - 1
src/shell.html

@@ -1,5 +1,5 @@
 <!doctype html>
-<html lang="en-us">
+<html lang="EN-us">
   <head>
     <meta charset="utf-8">
     <meta http-equiv="Content-Type" content="text/html; charset=utf-8">

+ 4 - 4
src/utils.c

@@ -63,10 +63,10 @@
 static int logTypeLevel = LOG_INFO;                 // Minimum log type level
 
 static TraceLogCallback traceLog = NULL;            // TraceLog callback function pointer
-static LoadFileDataCallback loadFileData = NULL;    // LoadFileData callback funtion pointer
-static SaveFileDataCallback saveFileData = NULL;    // SaveFileText callback funtion pointer
-static LoadFileTextCallback loadFileText = NULL;    // LoadFileText callback funtion pointer
-static SaveFileTextCallback saveFileText = NULL;    // SaveFileText callback funtion pointer
+static LoadFileDataCallback loadFileData = NULL;    // LoadFileData callback function pointer
+static SaveFileDataCallback saveFileData = NULL;    // SaveFileText callback function pointer
+static LoadFileTextCallback loadFileText = NULL;    // LoadFileText callback function pointer
+static SaveFileTextCallback saveFileText = NULL;    // SaveFileText callback function pointer
 
 //----------------------------------------------------------------------------------
 // Functions to set internal callbacks