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Fix typo.

Lasse Öörni 9 years ago
parent
commit
44133d00d9

+ 2 - 2
Source/Samples/34_DynamicGeometry/DynamicGeometry.cpp

@@ -223,8 +223,8 @@ void DynamicGeometry::CreateScene()
 
         // Shadowed buffer needed for raycasts to work, and so that data can be automatically restored on device loss
         vb->SetShadowed(true);
-        // We could use the "legacy" element bitmask for vertex elements for more compact code, but let's demonstrate
-        // defining the vertex elements explicitly to allow ant element types and order
+        // We could use the "legacy" element bitmask to define elements for more compact code, but let's demonstrate
+        // defining the vertex elements explicitly to allow any element types and order
         PODVector<VertexElement> elements;
         elements.Push(VertexElement(TYPE_VECTOR3, SEM_POSITION));
         elements.Push(VertexElement(TYPE_VECTOR3, SEM_NORMAL));

+ 2 - 2
bin/Data/LuaScripts/34_DynamicGeometry.lua

@@ -171,8 +171,8 @@ function CreateScene()
 
     -- Shadowed buffer needed for raycasts to work, and so that data can be automatically restored on device loss
     vb.shadowed = true
-    -- We could use the "legacy" element bitmask for vertex elements for more compact code, but let's demonstrate
-    -- defining the vertex elements explicitly to allow ant element types and order
+    -- We could use the "legacy" element bitmask to define elements for more compact code, but let's demonstrate
+    -- defining the vertex elements explicitly to allow any element types and order
     local elements = {
         VertexElement(TYPE_VECTOR3, SEM_POSITION),
         VertexElement(TYPE_VECTOR3, SEM_NORMAL)

+ 2 - 2
bin/Data/Scripts/34_DynamicGeometry.as

@@ -170,8 +170,8 @@ void CreateScene()
 
         // Shadowed buffer needed for raycasts to work, and so that data can be automatically restored on device loss
         vb.shadowed = true;
-        // We could use the "legacy" element bitmask for vertex elements for more compact code, but let's demonstrate
-        // defining the vertex elements explicitly to allow ant element types and order
+        // We could use the "legacy" element bitmask to define elements for more compact code, but let's demonstrate
+        // defining the vertex elements explicitly to allow any element types and order
         Array<VertexElement> elements;
         elements.Push(VertexElement(TYPE_VECTOR3, SEM_POSITION));
         elements.Push(VertexElement(TYPE_VECTOR3, SEM_NORMAL));