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authorJacques Lucke <mail@jlucke.com>2018-11-12 15:48:10 +0300
committerJacques Lucke <mail@jlucke.com>2018-11-12 15:48:31 +0300
commitded780f13ea00100033d35d08ae453dd8cf4465f (patch)
tree07d391bd28fc02a4f0bebbfa2fed875a9b6fac2c /doc
parent3a053314456c674feb661d79cfb518811767e4d8 (diff)
Py API Docs: fix typos/wording
found by Omar Ahmad
Diffstat (limited to 'doc')
-rw-r--r--doc/python_api/examples/gpu.1.py8
1 files changed, 4 insertions, 4 deletions
diff --git a/doc/python_api/examples/gpu.1.py b/doc/python_api/examples/gpu.1.py
index cd83d31386d..c8ae3b01ee3 100644
--- a/doc/python_api/examples/gpu.1.py
+++ b/doc/python_api/examples/gpu.1.py
@@ -4,7 +4,7 @@ Geometry Batches
Geometry is drawn in batches.
A batch contains the necessary data to perform the drawing.
-That includes a obligatory *Vertex Buffer* and an optional *Index Buffer*, each of which is described in more detail in the following sections.
+That includes an obligatory *Vertex Buffer* and an optional *Index Buffer*, each of which is described in more detail in the following sections.
A batch also defines a draw type.
Typical draw types are `POINTS`, `LINES` and `TRIS`.
The draw type determines how the data will be interpreted and drawn.
@@ -15,10 +15,10 @@ Vertex Buffers
A *Vertex Buffer Object* (VBO) (:class:`gpu.types.GPUVertBuf`) is an array that contains the vertex attributes needed for drawing using a specific shader.
Typical vertex attributes are *location*, *normal*, *color*, and *uv*.
Every vertex buffer has a *Vertex Format* (:class:`gpu.types.GPUVertFormat`) and a length corresponding to the number of vertices in the buffer.
-A vertex format describes which attributes are stored per vertex and their types.
+A vertex format describes the attributes stored per vertex and their types.
The following code demonstrates the creation of a vertex buffer that contains 6 vertices.
-For each each vertex 2 attributes will be stored: The position and the normal::
+For each vertex 2 attributes will be stored: The position and the normal::
import gpu
vertex_positions = [(0, 0, 0), ...]
@@ -54,7 +54,7 @@ For instance, to draw a rectangle composed of two triangles, one could use an in
ibo = gpu.types.GPUIndexBuf(type='TRIS', seq=indices)
-Here the first tuple in `indices` describes which vertices should be used for the first vertex (same for the second tuple).
+Here the first tuple in `indices` describes which vertices should be used for the first triangle (same for the second tuple).
Note how the diagonal vertices 1 and 2 are shared between both triangles.
Shaders