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authorTravis CI <zmoelnig@travis-ci.umlaeute.mur.at>2017-09-15 22:01:00 +0000
committerTravis CI <zmoelnig@travis-ci.umlaeute.mur.at>2017-09-15 22:01:00 +0000
commitbec3062f8091a6742db26a4eb047377745d3d423 (patch)
tree61601f85aa8da92b6a91ca806cf2edf42cd12e68 /Gem/examples/10.glsl
parent96d88000113b5f05586d9f7d10978bc90ce3c035 (diff)
Gem fe8d7345a0bd357673f1d5943c871bf938deafac linux/amd64
built 'master:fe8d7345a0bd357673f1d5943c871bf938deafac' for linux/amd64
Diffstat (limited to 'Gem/examples/10.glsl')
-rw-r--r--Gem/examples/10.glsl/02.primitive_distortion.pd2
-rw-r--r--Gem/examples/10.glsl/05.multitexture.pd2
-rw-r--r--Gem/examples/10.glsl/05.multitexture_bis.pd2
-rw-r--r--Gem/examples/10.glsl/06.rectangle_multitexture.pd4
-rw-r--r--Gem/examples/10.glsl/08.multi_pass_rendering.pd6
-rw-r--r--Gem/examples/10.glsl/09.vertex_texture_fetching.pd6
-rw-r--r--Gem/examples/10.glsl/10.GPGPU_Physical_model.pd2
-rw-r--r--Gem/examples/10.glsl/11.geometry.pd2
-rw-r--r--Gem/examples/10.glsl/12.tri2fan.pd2
-rw-r--r--Gem/examples/10.glsl/13.panoramique.pd4
-rw-r--r--Gem/examples/10.glsl/_glsl.pd2
11 files changed, 17 insertions, 17 deletions
diff --git a/Gem/examples/10.glsl/02.primitive_distortion.pd b/Gem/examples/10.glsl/02.primitive_distortion.pd
index 9b93121..dd3ca85 100644
--- a/Gem/examples/10.glsl/02.primitive_distortion.pd
+++ b/Gem/examples/10.glsl/02.primitive_distortion.pd
@@ -41,7 +41,7 @@
#X msg 292 277 0.1;
#X obj 74 428 pix_image img3.jpg;
#X text 69 627 this shader create a dirty pseudo random value \, and
-move all vertices separatly;
+move all vertices separately;
#N canvas 87 154 247 179 Gem.init 0;
#X obj 118 46 loadbang;
#X msg 118 81 reset;
diff --git a/Gem/examples/10.glsl/05.multitexture.pd b/Gem/examples/10.glsl/05.multitexture.pd
index d80c9a4..58a507d 100644
--- a/Gem/examples/10.glsl/05.multitexture.pd
+++ b/Gem/examples/10.glsl/05.multitexture.pd
@@ -72,7 +72,7 @@
#X obj 220 569 loadbang;
#X obj 716 388 loadbang;
#X obj 687 229 gemhead 22;
-#X text 187 360 2) change shader texuinit;
+#X text 187 360 2) change shader texunit;
#X msg 482 320 open img2.jpg;
#X obj 463 349 pix_image img2.jpg;
#X obj 687 346 pix_image img3.jpg;
diff --git a/Gem/examples/10.glsl/05.multitexture_bis.pd b/Gem/examples/10.glsl/05.multitexture_bis.pd
index 63652ff..a727b04 100644
--- a/Gem/examples/10.glsl/05.multitexture_bis.pd
+++ b/Gem/examples/10.glsl/05.multitexture_bis.pd
@@ -59,7 +59,7 @@
#X obj 907 285 loadbang;
#X obj 919 379 loadbang;
#X obj 890 220 gemhead 22;
-#X text 187 360 2) change shader texuinit;
+#X text 187 360 2) change shader texunit;
#X msg 685 311 open img2.jpg;
#X obj 666 340 pix_image img2.jpg;
#X obj 890 337 pix_image img3.jpg;
diff --git a/Gem/examples/10.glsl/06.rectangle_multitexture.pd b/Gem/examples/10.glsl/06.rectangle_multitexture.pd
index 48e6600..235e888 100644
--- a/Gem/examples/10.glsl/06.rectangle_multitexture.pd
+++ b/Gem/examples/10.glsl/06.rectangle_multitexture.pd
@@ -132,12 +132,12 @@ for crossfading);
#X connect 6 0 4 0;
#X connect 7 0 6 0;
#X restore 106 559 pd onebang;
-#X text 206 357 <- 2 : test differents mix;
+#X text 206 357 <- 2 : test different mix;
#X obj 459 167 pix_resize 512 512;
#X obj 279 167 pix_resize 234 543;
#X obj 279 147 pix_image img3.jpg;
#X obj 459 147 pix_image img2.jpg;
-#X text 292 186 images have diferents sizes;
+#X text 292 186 images have different sizes;
#X msg 139 507 mix_factor \$1;
#X obj 37 646 square 4;
#X connect 0 0 61 0;
diff --git a/Gem/examples/10.glsl/08.multi_pass_rendering.pd b/Gem/examples/10.glsl/08.multi_pass_rendering.pd
index 5ada6be..18892da 100644
--- a/Gem/examples/10.glsl/08.multi_pass_rendering.pd
+++ b/Gem/examples/10.glsl/08.multi_pass_rendering.pd
@@ -36,7 +36,7 @@
#X connect 1 0 2 0;
#X connect 2 0 0 0;
#X restore 373 156 pd init;
-#X text 6 4 first input \, render whatever in a frambuffer;
+#X text 6 4 first input \, render whatever in a framebuffer;
#X obj 691 357 loadbang;
#X obj 42 222 pix_image img1.jpg;
#X obj 42 54 gemhead 11;
@@ -225,7 +225,7 @@
#X msg 141 88 K1 \$1;
#X text 183 69 change effect;
#X text 347 1 second input : same as 1st.;
-#X text 7 22 put framebuffer as texunit 1 \, for futur use;
+#X text 7 22 put framebuffer as texunit 1 \, for future use;
#X text 348 17 render an image in framebuffer.;
#X text 350 31 put framebuffer in texunit 2;
#X text 632 8 finally :;
@@ -235,7 +235,7 @@
#X msg 449 98 K \$1;
#X msg 449 58 0.1;
#X text 161 433 <-------------------;
-#X text 569 442 draw the final frambuffer (without shader);
+#X text 569 442 draw the final framebuffer (without shader);
#X obj 671 335 rotateXYZ -20 0 0;
#N canvas 87 154 247 179 Gem.init 0;
#X obj 58 46 loadbang;
diff --git a/Gem/examples/10.glsl/09.vertex_texture_fetching.pd b/Gem/examples/10.glsl/09.vertex_texture_fetching.pd
index e1439c4..74542ef 100644
--- a/Gem/examples/10.glsl/09.vertex_texture_fetching.pd
+++ b/Gem/examples/10.glsl/09.vertex_texture_fetching.pd
@@ -39,15 +39,15 @@
#X obj 28 388 pix_image img1.jpg;
#X msg 46 363 open img2.jpg;
#X text 137 11 This patch need a glsl 3 compliant hardware;
-#X text 26 535 draw an image in a frambuffer;
+#X text 26 535 draw an image in a framebuffer;
#X text 49 274 this configuration is very important to have full hardware
support for vertex texture fetching;
#X text 306 603 this example uses the framebuffer image in the vertex
shader in the same way you can do in the pixel shader. This is only
possible in this specific configuration (it's a hardware limitation)
;
-#X text 137 56 (nvidia 7000 and 8000 serie should work \, ati X1000
-serie does not \, but later should);
+#X text 137 56 (nvidia 7000 and 8000 series should work \, ati X1000
+series does not \, but later should);
#X obj 504 579 mesh_square 200;
#X text 138 28 As in 2007 \, only good (and new) graphic cards are
able to run this patch.;
diff --git a/Gem/examples/10.glsl/10.GPGPU_Physical_model.pd b/Gem/examples/10.glsl/10.GPGPU_Physical_model.pd
index 6d44970..e5e0bfe 100644
--- a/Gem/examples/10.glsl/10.GPGPU_Physical_model.pd
+++ b/Gem/examples/10.glsl/10.GPGPU_Physical_model.pd
@@ -1228,7 +1228,7 @@ y0(0:90)(0:90) x0(0:90)(10:100) y0(0:90)(10:100) x0(0:90)(0:90) y0(0:90)(10:100)
on other OS/hardware.;
#X text 29 72 This patch is quite huge. the GPU compute the position
of 64x92 masses \, and 64x92x12 links at 50x20 Hz. (about 7e+07 links/sec
-\, so about 100 time faster than what is curently possible with MSD
+\, so about 100 time faster than what is currently possible with MSD
on a CPU) (My GPU is old \, this patch performs 10 to 50 times faster
on a good GPU);
#X obj 606 346 s qqt_noise;
diff --git a/Gem/examples/10.glsl/11.geometry.pd b/Gem/examples/10.glsl/11.geometry.pd
index 1851c8a..2782494 100644
--- a/Gem/examples/10.glsl/11.geometry.pd
+++ b/Gem/examples/10.glsl/11.geometry.pd
@@ -27,7 +27,7 @@
#X obj 44 576 circle;
#X obj 182 176 t b b;
#X text 184 7 geometry shader;
-#X text 48 28 The geometry shader is usefull to create new geometry
+#X text 48 28 The geometry shader is useful to create new geometry
;
#X text 51 47 Here is an example where 40 circles are draw with 1 single
primitive.;
diff --git a/Gem/examples/10.glsl/12.tri2fan.pd b/Gem/examples/10.glsl/12.tri2fan.pd
index 5437d4b..69827bb 100644
--- a/Gem/examples/10.glsl/12.tri2fan.pd
+++ b/Gem/examples/10.glsl/12.tri2fan.pd
@@ -82,7 +82,7 @@
#X restore 421 253 pd light;
#X obj 161 595 rotateXYZ -55 20 0;
#X floatatom 298 537 5 0 0 0 - - -;
-#X text 235 13 replace triangle with 3 triangles thoses orientation
+#X text 235 13 replace triangle with 3 triangles the orientations of which
depend on the normal of the original primitive;
#X obj 161 554 scaleXYZ 0.2 0.2 0.2;
#X msg 172 129 auto 1;
diff --git a/Gem/examples/10.glsl/13.panoramique.pd b/Gem/examples/10.glsl/13.panoramique.pd
index c483a4c..5ab624f 100644
--- a/Gem/examples/10.glsl/13.panoramique.pd
+++ b/Gem/examples/10.glsl/13.panoramique.pd
@@ -387,12 +387,12 @@
#X obj 552 -4 scaleXYZ 4 4 1;
#X obj 747 -5 scaleXYZ 4 4 1;
#X text 21 548 This patch allow multiples images to be assembled in
-order to dreate a panoramic image.;
+order to create a panoramic image.;
#X text 20 575 A shader distord the image to correct distance distortion
\, and allow a fade between 2 images;
#X text 17 602 "dz" depend on the angles between images.;
#X text 462 579 copyright cyrille Henry and iem.;
-#X text 463 596 This developement was suported by the COMEDIA project
+#X text 463 596 This development was supported by the COMEDIA project
;
#X floatatom 18 354 5 0 0 0 - - -;
#X msg 18 373 dZ \$1;
diff --git a/Gem/examples/10.glsl/_glsl.pd b/Gem/examples/10.glsl/_glsl.pd
index de6228c..aa82e05 100644
--- a/Gem/examples/10.glsl/_glsl.pd
+++ b/Gem/examples/10.glsl/_glsl.pd
@@ -31,7 +31,7 @@
#X msg 287 598 0;
#X obj 15 65 t b b b;
#X obj 140 199 symbol \$1;
-#X text 270 193 This abstraction can be usefull to load shader. Shader
+#X text 270 193 This abstraction can be useful to load shader. Shader
location is relative to this abstraction path.;
#X connect 0 0 9 0;
#X connect 0 1 6 0;