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Fix typos.

Bruce Mitchener 11 月之前
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01f4dcf462
共有 3 個文件被更改,包括 5 次插入5 次删除
  1. 3 3
      CHANGELOG.md
  2. 1 1
      bindgen/gen_zig.py
  3. 1 1
      sokol_gfx.h

+ 3 - 3
CHANGELOG.md

@@ -30,7 +30,7 @@
   change in the Zig stdlib. The fix supports both the old and new naming
   change in the Zig stdlib. The fix supports both the old and new naming
   convention so that sokol-zig continues to be compatible with zig 0.13.0.
   convention so that sokol-zig continues to be compatible with zig 0.13.0.
 
 
-  To update the sokol-zig depenency in your project, just run:
+  To update the sokol-zig dependency in your project, just run:
 
 
   ```
   ```
   zig fetch --save=sokol git+https://github.com/floooh/sokol-zig.git
   zig fetch --save=sokol git+https://github.com/floooh/sokol-zig.git
@@ -57,7 +57,7 @@ Also see ticket https://github.com/floooh/sokol/issues/1092 and PR https://githu
 
 
 ### 14-Aug-2024
 ### 14-Aug-2024
 
 
-The previously 'inofficial' Jai bindings at https://github.com/colinbellino/sokol-jai
+The previously 'unofficial' Jai bindings at https://github.com/colinbellino/sokol-jai
 have now been properly integrated with the sokol main repository (meaning that each
 have now been properly integrated with the sokol main repository (meaning that each
 change to the sokol headers will update the bindings automatically).
 change to the sokol headers will update the bindings automatically).
 
 
@@ -301,7 +301,7 @@ Storage buffer support is not available on the following platform/backend combos
 - likewise, by default sokol_app.h now creates a GL 4.1 context on macOS and a GL 4.3 context on other
 - likewise, by default sokol_app.h now creates a GL 4.1 context on macOS and a GL 4.3 context on other
   desktop platforms when `SOKOL_GLCORE` is defined
   desktop platforms when `SOKOL_GLCORE` is defined
 - if you're passing WGSL shaders directly into sokol_gfx.h (instead of using sokol-shdc), please
 - if you're passing WGSL shaders directly into sokol_gfx.h (instead of using sokol-shdc), please
-  be aware that the binding offets for the different shader resource types have moved:
+  be aware that the binding offsets for the different shader resource types have moved:
     - vertex shader stage:
     - vertex shader stage:
       - textures: `@group(1) @binding(0..15)`
       - textures: `@group(1) @binding(0..15)`
       - samplers: `@group(1) @binding(16..31)`
       - samplers: `@group(1) @binding(16..31)`

+ 1 - 1
bindgen/gen_zig.py

@@ -65,7 +65,7 @@ overrides = {
     'sdtx_font.font_index':                 'uint32_t',
     'sdtx_font.font_index':                 'uint32_t',
     'SGL_NO_ERROR':                         'SGL_ERROR_NO_ERROR',
     'SGL_NO_ERROR':                         'SGL_ERROR_NO_ERROR',
     'sfetch_continue':                      'continue_fetching',  # 'continue' is reserved in Zig
     'sfetch_continue':                      'continue_fetching',  # 'continue' is reserved in Zig
-    'sfetch_desc':                          'sfetch_get_desc'     # 'desc' shadowed by earlier definiton
+    'sfetch_desc':                          'sfetch_get_desc'     # 'desc' shadowed by earlier definition
 }
 }
 
 
 prim_types = {
 prim_types = {

+ 1 - 1
sokol_gfx.h

@@ -963,7 +963,7 @@
     ON STORAGE BUFFERS
     ON STORAGE BUFFERS
     ==================
     ==================
     Storage buffers can be used to pass large amounts of random access structured
     Storage buffers can be used to pass large amounts of random access structured
-    data fromt the CPU side to the shaders. They are similar to data textures, but are
+    data from the CPU side to the shaders. They are similar to data textures, but are
     more convenient to use both on the CPU and shader side since they can be accessed
     more convenient to use both on the CPU and shader side since they can be accessed
     in shaders as as a 1-dimensional array of struct items.
     in shaders as as a 1-dimensional array of struct items.