Update typos/grammar (#5759)

This commit is contained in:
Thomas Anderson
2026-04-15 02:18:30 -05:00
committed by GitHub
parent dfbaafa337
commit 4628915787
10 changed files with 38 additions and 38 deletions

View File

@ -7,10 +7,10 @@
* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
*
* ADDITIONAL NOTES:
* When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
* When choosing an OpenGL backend different than OpenGL 1.1, some internal buffers are
* initialized on rlglInit() to accumulate vertex data
*
* When an internal state change is required all the stored vertex data is rendered in batch,
* When an internal state change is required all the stored vertex data is rendered in a batch,
* additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch
*
* Some resources are also loaded for convenience, here the complete list:
@ -29,7 +29,7 @@
* #define GRAPHICS_API_OPENGL_ES2
* #define GRAPHICS_API_OPENGL_ES3
* Use selected OpenGL graphics backend, should be supported by platform
* Those preprocessor defines are only used on rlgl module, if OpenGL version is
* Those preprocessor defines are only used on the rlgl module, if OpenGL version is
* required by any other module, use rlGetVersion() to check it
*
* #define RLGL_IMPLEMENTATION
@ -49,7 +49,7 @@
* #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits
* #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
* #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
* #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
* #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of texture units that can be activated on batch drawing (SetShaderValueTexture())
*
* #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
* #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported