Py API Docs: fix typos/wording

found by Omar Ahmad
This commit is contained in:
Jacques Lucke 2018-11-12 13:48:10 +01:00
parent 3a05331445
commit ded780f13e
1 changed files with 4 additions and 4 deletions

View File

@ -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