Răsfoiți Sursa

Fixed punctuation.

mitm001 8 ani în urmă
părinte
comite
37c1f6604e
1 a modificat fișierele cu 2 adăugiri și 2 ștergeri
  1. 2 2
      src/docs/asciidoc/jme3/advanced/jme3_shaders.adoc

+ 2 - 2
src/docs/asciidoc/jme3/advanced/jme3_shaders.adoc

@@ -12,7 +12,7 @@ ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 == Shaders Basics
 
 Shaders are sets of instructions that are executed on the GPU. They are used to take advantage of hardware acceleration available on the GPU for rendering purposes. +
-This paper only covers Vertex and Fragment shaders because they are the only ones supported by JME3 for the moment. But be aware that there are some other types of shaders (geometry, tessellation,…). +
+This paper only covers Vertex and Fragment shaders because they are the only ones supported by JME3 for the moment. Be aware that there are some other types of shaders (geometry, tessellation,…). + 
 There are multiple frequently used languages that you may encounter to code shaders but as JME3 is based on OpenGL, shaders in JME use GLSL and any example in this paper will be written in GLSL.
 
 
@@ -44,7 +44,7 @@ To understand the coming example you must know about the different spaces in 3D
 
 image:jme3/advanced/jme3andshaders-1.png[jme3andshaders-1.png,width="",height="", align="left"]
 
-The engine passes the object space coordinates to the vertex shader. We need to compute its position in projection space. To do that we transform the object space position by the WorldViewProjectionMatrix which is a combination of the World, View, Projection matrices (who would have guessed?).
+The engine passes the object space coordinates to the vertex shader. We need to compute its position in projection space. To do that we transform the object space position by the WorldViewProjectionMatrix, which is a combination of the World, View, Projection matrices (who would have guessed?).
 
 
 === Simple example : rendering a solid color on an object