summaryrefslogtreecommitdiffstats
path: root/Components/interface
diff options
context:
space:
mode:
authorluz paz <luzpaz@users.noreply.github.com>2021-03-18 00:35:24 +0000
committerluz paz <luzpaz@users.noreply.github.com>2021-03-18 00:35:24 +0000
commit2a1cb3a181ca21918916595dc29b82687a820a0d (patch)
tree44a64150b0fce014938313a03c94024877cd5547 /Components/interface
parentUpdated readme (diff)
downloadDiligentFX-2a1cb3a181ca21918916595dc29b82687a820a0d.tar.gz
DiligentFX-2a1cb3a181ca21918916595dc29b82687a820a0d.zip
Fix misc. typos
Found via `codespell -q 3`
Diffstat (limited to 'Components/interface')
-rw-r--r--Components/interface/ShadowMapManager.hpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/Components/interface/ShadowMapManager.hpp b/Components/interface/ShadowMapManager.hpp
index 0470a5f..304b065 100644
--- a/Components/interface/ShadowMapManager.hpp
+++ b/Components/interface/ShadowMapManager.hpp
@@ -62,7 +62,7 @@ public:
/// Shadow mode (see SHADOW_MODE_* defines in BasicStructures.fxh), must not be 0.
int ShadowMode = 0;
- /// Wether to use 32-bit or 16-bit filterable textures
+ /// Whether to use 32-bit or 16-bit filterable textures
bool Is32BitFilterableFmt = false;
/// Optional comparison sampler to be set in the shadow map resource view
@@ -91,20 +91,20 @@ public:
/// Pointer to light direction, must not be null.
const float3* pLightDir = nullptr;
- /// Wether to snap cascades to texels in light view space
+ /// Whether to snap cascades to texels in light view space
bool SnapCascades = true;
- /// Wether to stabilize cascade extents in light view space
+ /// Whether to stabilize cascade extents in light view space
bool StabilizeExtents = true;
- /// Wether to use same extents for X and Y axis. Enabled automatically if StabilizeExtents == true
+ /// Whether to use same extents for X and Y axis. Enabled automatically if StabilizeExtents == true
bool EqualizeExtents = true;
/// Cascade partitioning factor that defines the ratio between fully linear (0.0) and
/// fully logarithmic (1.0) partitioning.
float fPartitioningFactor = 0.95f;
- /// Wether to use right-handed or left-handed light view transform matrix
+ /// Whether to use right-handed or left-handed light view transform matrix
bool UseRightHandedLightViewTransform = true;
/// Callback that allows the application to adjust z range of every cascade.