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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
parent96d88000113b5f05586d9f7d10978bc90ce3c035 (diff)
Gem fe8d7345a0bd357673f1d5943c871bf938deafac linux/amd64
built 'master:fe8d7345a0bd357673f1d5943c871bf938deafac' for linux/amd64
Diffstat (limited to 'Gem/examples')
-rw-r--r--Gem/examples/02.advanced/18.gl_shading_language.pd2
-rw-r--r--Gem/examples/02.advanced/20.double-gemhead_vs_repeat.pd2
-rw-r--r--Gem/examples/02.advanced/21.basic_LSystem.pd2
-rw-r--r--Gem/examples/04.pix/05.film.pd4
-rw-r--r--Gem/examples/04.pix/07.PixSet.pd2
-rw-r--r--Gem/examples/04.pix/12.blending.pd2
-rw-r--r--Gem/examples/04.pix/17.pix_gain.pd2
-rw-r--r--Gem/examples/04.pix/26.framebuffer_readback.pd2
-rw-r--r--Gem/examples/04.pix/27.bitmap_font.pd2
-rw-r--r--Gem/examples/04.video/04.videoRTX.pd2
-rw-r--r--Gem/examples/07.texture/11.multiples_gemhead_in_a_framebuffer.pd2
-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
-rw-r--r--Gem/examples/11.obj-exporter/obj_cube.pd2
-rw-r--r--Gem/examples/11.obj-exporter/obj_exporter.pd5
-rw-r--r--Gem/examples/11.obj-exporter/obj_primTri.pd2
-rw-r--r--Gem/examples/11.obj-exporter/obj_rectangle.pd2
-rw-r--r--Gem/examples/11.obj-exporter/obj_square.pd2
-rw-r--r--Gem/examples/12.multi_screen_projection/01.flat_projection-help.pd2
-rw-r--r--Gem/examples/14.multiple_windows/01.basic_example.pd2
29 files changed, 39 insertions, 36 deletions
diff --git a/Gem/examples/02.advanced/18.gl_shading_language.pd b/Gem/examples/02.advanced/18.gl_shading_language.pd
index 2562b27..2953738 100644
--- a/Gem/examples/02.advanced/18.gl_shading_language.pd
+++ b/Gem/examples/02.advanced/18.gl_shading_language.pd
@@ -77,7 +77,7 @@ ID has changed \, we trigger the linking of the 2 modules;
#X text 264 441 order of module IDs does not matter...;
#X text 96 487 after linking \, click "print" to get some info about
the compiled shader program;
-#X text 330 550 the Toon-shader has a unifom variable "Phong" (see
+#X text 330 550 the Toon-shader has a uniform variable "Phong" (see
"print") \, which we can change to modify the effect.;
#X text 213 264 pd's search path is searched for the given filename
\; just add the examples/data folder to your path options and this
diff --git a/Gem/examples/02.advanced/20.double-gemhead_vs_repeat.pd b/Gem/examples/02.advanced/20.double-gemhead_vs_repeat.pd
index 518e853..364f002 100644
--- a/Gem/examples/02.advanced/20.double-gemhead_vs_repeat.pd
+++ b/Gem/examples/02.advanced/20.double-gemhead_vs_repeat.pd
@@ -54,7 +54,7 @@ similar to combining [separator] and [pix_separator]. (cc);
#X obj 199 312 spigot 0;
#X obj 278 276 tgl 15 0 empty empty empty 17 7 0 10 -262144 -1 -1 0
1;
-#X text 311 274 <- if you reset the random at the begining of each
+#X text 311 274 <- if you reset the random at the beginning of each
frame \, then all frames look the same.;
#X obj 21 101 scaleXYZ 1 1 1;
#X floatatom 52 80 5 0 0 0 - - -;
diff --git a/Gem/examples/02.advanced/21.basic_LSystem.pd b/Gem/examples/02.advanced/21.basic_LSystem.pd
index 301b09a..f1b399f 100644
--- a/Gem/examples/02.advanced/21.basic_LSystem.pd
+++ b/Gem/examples/02.advanced/21.basic_LSystem.pd
@@ -35,7 +35,7 @@ it to the corresponding primitives;
#X text 397 502 <- size of the system;
#X msg 15 164 F \, [ \, - \, F \, ] \, F \, [ \, + \, F \, ] \, F;
#X text 12 640 This is a basic implementation of Lindenmayer System
-(LSystem) in GEM. Wikipedia is a good place for informations about
+(LSystem) in GEM. Wikipedia is a good place for information about
Lsystems;
#X obj 15 351 gemlist;
#X obj 47 110 s \$0-gemlist;
diff --git a/Gem/examples/04.pix/05.film.pd b/Gem/examples/04.pix/05.film.pd
index 601dd7b..8332716 100644
--- a/Gem/examples/04.pix/05.film.pd
+++ b/Gem/examples/04.pix/05.film.pd
@@ -19,7 +19,7 @@ or less) native color-space. most of the times \, this will probably
be not RGBA but RGB or BGR (on windows machines).;
#X text 48 153 do not worry about this. however \, most of the pix-manips
will only work correctly on RGBA-pixes. if this is the case and you
-send it a non-RGBA pixture it will say something like "pix_object cannot
+send it a non-RGBA picture it will say something like "pix_object cannot
handle gray image".;
#X text 49 226 to avoid this \, you can convert your pix-buff to RGBA
using "pix_rgba". this will be a no-cost operation if the pix_buf already
@@ -80,7 +80,7 @@ very fast.;
#X restore 25 93 pd gemwin;
#X msg 25 69 create;
#X text 21 49 Create window and render;
-#X text 358 91 linux \, os-X:;
+#X text 358 91 linux \, OSX:;
#X text 363 140 linux \, ??:;
#X obj 345 181 t a;
#X msg 410 207 open \$1;
diff --git a/Gem/examples/04.pix/07.PixSet.pd b/Gem/examples/04.pix/07.PixSet.pd
index b6deab3..19aca07 100644
--- a/Gem/examples/04.pix/07.PixSet.pd
+++ b/Gem/examples/04.pix/07.PixSet.pd
@@ -6,7 +6,7 @@
#X obj 149 343 loadbang;
#X text 101 487 maybe have a look at;
#X text 101 24 pix_set;
-#X text 246 23 set the pixles of the image;
+#X text 246 23 set the pixels of the image;
#X msg 279 165 rgb;
#X msg 279 141 rgba;
#X msg 279 189 grey;
diff --git a/Gem/examples/04.pix/12.blending.pd b/Gem/examples/04.pix/12.blending.pd
index 473c48e..5f8f982 100644
--- a/Gem/examples/04.pix/12.blending.pd
+++ b/Gem/examples/04.pix/12.blending.pd
@@ -86,7 +86,7 @@
#X text 26 39 pix1;
#X text 176 269 pix2;
#X obj 350 56 symbol;
-#X text 99 232 we need an alpha componenct for 'composite';
+#X text 99 232 we need an alpha component for 'composite';
#X text 85 115 [pix_add] and friends will overwrite the original (left)
image with the blend. [pix_buf] holds a local copy of the original
image and will refresh the output when banged.;
diff --git a/Gem/examples/04.pix/17.pix_gain.pd b/Gem/examples/04.pix/17.pix_gain.pd
index 3b6ae5e..3149650 100644
--- a/Gem/examples/04.pix/17.pix_gain.pd
+++ b/Gem/examples/04.pix/17.pix_gain.pd
@@ -20,7 +20,7 @@
#X text 632 121 color-wise factor;
#X text 103 453 using [pix_gain] is probably very expensive (since
it does operations on your CPU). Try using [color] if your card has
-openGL-hw-accleration...;
+openGL-hardware-acceleration...;
#X obj 20 69 cnv 15 220 70 empty empty empty 20 12 0 14 -195568 -66577
0;
#N canvas 0 22 454 304 gemwin 0;
diff --git a/Gem/examples/04.pix/26.framebuffer_readback.pd b/Gem/examples/04.pix/26.framebuffer_readback.pd
index 3f49f1e..696793d 100644
--- a/Gem/examples/04.pix/26.framebuffer_readback.pd
+++ b/Gem/examples/04.pix/26.framebuffer_readback.pd
@@ -45,7 +45,7 @@ pix (where you can apply effects and all kind of weird things);
#X text 562 308 fetch framebuffer-pix;
#X text 535 379 apply some nifty FX;
#X text 73 597 note \, that there are more efficient ways to apply
-FX to framebuffers (noteably openGL-shaders: see examples/10.glsl/
+FX to framebuffers (notably openGL-shaders: see examples/10.glsl/
for more information);
#X obj 425 358 tgl 15 0 empty empty empty 17 7 0 10 -262144 -1 -1 1
1;
diff --git a/Gem/examples/04.pix/27.bitmap_font.pd b/Gem/examples/04.pix/27.bitmap_font.pd
index c6b182d..0d8c9d6 100644
--- a/Gem/examples/04.pix/27.bitmap_font.pd
+++ b/Gem/examples/04.pix/27.bitmap_font.pd
@@ -60,7 +60,7 @@
#X text 485 241 - space bar add a space...;
#X text 485 251 - enter reset all;
#X text 520 283 purpose :;
-#X text 495 299 - orginally design to drive a LED matrix;
+#X text 495 299 - originally design to drive a LED matrix;
#X msg 260 298 roi \$1 \$2 \$3 \$4;
#X obj 260 211 t f f;
#X obj 260 253 pack 0 0 0 8;
diff --git a/Gem/examples/04.video/04.videoRTX.pd b/Gem/examples/04.video/04.videoRTX.pd
index 6d71805..7f5bb44 100644
--- a/Gem/examples/04.video/04.videoRTX.pd
+++ b/Gem/examples/04.video/04.videoRTX.pd
@@ -13,7 +13,7 @@ on the fly;
#X text 42 447 upper-picture;
#X text 198 448 lower-picture;
#X text 38 465 NO transformation;
-#X text 198 467 RTX-tranformed;
+#X text 198 467 RTX-transformed;
#X text 46 24 =======;
#X text 380 248 lock time on x-axis;
#X text 376 272 lock x on x-axis;
diff --git a/Gem/examples/07.texture/11.multiples_gemhead_in_a_framebuffer.pd b/Gem/examples/07.texture/11.multiples_gemhead_in_a_framebuffer.pd
index 69ef470..6738415 100644
--- a/Gem/examples/07.texture/11.multiples_gemhead_in_a_framebuffer.pd
+++ b/Gem/examples/07.texture/11.multiples_gemhead_in_a_framebuffer.pd
@@ -33,7 +33,7 @@
#X text 201 238 (it change even after a new gemhead \, this is not
very intuitive);
#X text 323 283 <- continue the render chain. The gemhead did not start
-a new gemchain \, because it is banged during a frambuffer rendering
+a new gemchain \, because it is banged during a framebuffer rendering
;
#X text 113 10 This example show how to draw multiples gemhead in a
single framebuffer;
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;
diff --git a/Gem/examples/11.obj-exporter/obj_cube.pd b/Gem/examples/11.obj-exporter/obj_cube.pd
index d874dc6..0d069e7 100644
--- a/Gem/examples/11.obj-exporter/obj_cube.pd
+++ b/Gem/examples/11.obj-exporter/obj_cube.pd
@@ -31,7 +31,7 @@
#X obj 50 509 translateXYZ;
#X obj 104 467 r \$0-size;
#X obj 50 121 t a b;
-#X text 150 143 create new groupe;
+#X text 150 143 create new group;
#X obj 104 488 * 2;
#X obj 50 594 t b;
#X msg 131 232 v \$1 \$2 \$3;
diff --git a/Gem/examples/11.obj-exporter/obj_exporter.pd b/Gem/examples/11.obj-exporter/obj_exporter.pd
index 5a4b08f..d233d50 100644
--- a/Gem/examples/11.obj-exporter/obj_exporter.pd
+++ b/Gem/examples/11.obj-exporter/obj_exporter.pd
@@ -52,8 +52,9 @@
#X connect 8 0 6 1;
#X connect 9 0 6 2;
#X restore 90 380 pd remove_cam_offset;
-#X obj 90 30 route save groupe triangulate;
+#X obj 90 30 route save group triangulate;
#X obj 223 51 s global_obj_triangulate;
+#X obj 309 30 route groupe;
#X connect 0 0 29 0;
#X connect 1 0 5 0;
#X connect 2 0 6 0;
@@ -94,3 +95,5 @@
#X connect 29 0 15 0;
#X connect 29 1 26 0;
#X connect 29 2 30 0;
+#X connect 29 3 31 0;
+#X connect 31 0 26 0;
diff --git a/Gem/examples/11.obj-exporter/obj_primTri.pd b/Gem/examples/11.obj-exporter/obj_primTri.pd
index 2607197..2aee67f 100644
--- a/Gem/examples/11.obj-exporter/obj_primTri.pd
+++ b/Gem/examples/11.obj-exporter/obj_primTri.pd
@@ -23,7 +23,7 @@
#X obj 55 488 gemlist_info;
#X obj 55 467 translateXYZ;
#X obj 55 131 t a b;
-#X text 171 155 create new groupe;
+#X text 171 155 create new group;
#X msg 136 257 v \$1 \$2 \$3;
#X msg 136 383 v \$1 \$2 \$3;
#X msg 136 509 v \$1 \$2 \$3;
diff --git a/Gem/examples/11.obj-exporter/obj_rectangle.pd b/Gem/examples/11.obj-exporter/obj_rectangle.pd
index 648eddf..c8d9f24 100644
--- a/Gem/examples/11.obj-exporter/obj_rectangle.pd
+++ b/Gem/examples/11.obj-exporter/obj_rectangle.pd
@@ -30,7 +30,7 @@
#X obj 50 540 gemlist_info;
#X obj 50 519 translateXYZ;
#X obj 50 131 t a b;
-#X text 170 153 create new groupe;
+#X text 170 153 create new group;
#X text 147 411 3rd vertex of the square;
#X obj 104 498 * 2;
#X obj 50 604 t b;
diff --git a/Gem/examples/11.obj-exporter/obj_square.pd b/Gem/examples/11.obj-exporter/obj_square.pd
index c9a18f0..9344081 100644
--- a/Gem/examples/11.obj-exporter/obj_square.pd
+++ b/Gem/examples/11.obj-exporter/obj_square.pd
@@ -38,7 +38,7 @@
#X obj 50 519 translateXYZ;
#X obj 104 477 r \$0-size;
#X obj 50 131 t a b;
-#X text 150 152 create new groupe;
+#X text 150 152 create new group;
#X text 147 411 3rd vertex of the square;
#X obj 104 498 * 2;
#X obj 50 604 t b;
diff --git a/Gem/examples/12.multi_screen_projection/01.flat_projection-help.pd b/Gem/examples/12.multi_screen_projection/01.flat_projection-help.pd
index eb5b2fc..fbf7189 100644
--- a/Gem/examples/12.multi_screen_projection/01.flat_projection-help.pd
+++ b/Gem/examples/12.multi_screen_projection/01.flat_projection-help.pd
@@ -18,7 +18,7 @@ the gemchain like in this example.;
to the computer.;
#X text 306 93 This define the way screen are positioned in space to
create a single image.;
-#X text 305 159 geometry screen and geometry computer can be diferents
+#X text 305 159 geometry screen and geometry computer can be different
\, but should define the same number of screen.;
#X connect 0 0 10 0;
#X connect 1 0 5 0;
diff --git a/Gem/examples/14.multiple_windows/01.basic_example.pd b/Gem/examples/14.multiple_windows/01.basic_example.pd
index 078ca67..07640dc 100644
--- a/Gem/examples/14.multiple_windows/01.basic_example.pd
+++ b/Gem/examples/14.multiple_windows/01.basic_example.pd
@@ -11,7 +11,7 @@
#X obj 223 138 bng 15 250 50 0 empty empty empty 17 7 0 10 -262144
-1 -1;
#X text 240 136 create window;
-#X text 405 85 You can have multiple window and display diffenrents
+#X text 405 85 You can have multiple window and display different
things on each.;
#X obj 268 241 gemwin 20 b;
#X text 405 119 Basically \, use [gemwin fps context_name] to create