From 2a1cb3a181ca21918916595dc29b82687a820a0d Mon Sep 17 00:00:00 2001 From: luz paz Date: Wed, 17 Mar 2021 20:35:24 -0400 Subject: Fix misc. typos Found via `codespell -q 3` --- Components/interface/ShadowMapManager.hpp | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'Components/interface') 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. -- cgit v1.2.3