diff --git a/README.md b/README.md index 3ce352e..61d9121 100644 --- a/README.md +++ b/README.md @@ -26,7 +26,7 @@ **Boost your development and feel free to use your imagination!** ### Learn ### -- Website: Find out more about PixiJS on the [offical website](http://www.pixijs.com/). +- Website: Find out more about PixiJS on the [official website](http://www.pixijs.com/). - Getting started: Check out @kittykatattack's comprehensive [tutorial](https://github.com/kittykatattack/learningPixi). - Examples: Get stuck right in and play around with PixiJS code and features right [here](http://pixijs.github.io/examples/)! - Docs: Get to know the PixiJS API by checking out the [docs](https://pixijs.github.io/docs/). diff --git a/README.md b/README.md index 3ce352e..61d9121 100644 --- a/README.md +++ b/README.md @@ -26,7 +26,7 @@ **Boost your development and feel free to use your imagination!** ### Learn ### -- Website: Find out more about PixiJS on the [offical website](http://www.pixijs.com/). +- Website: Find out more about PixiJS on the [official website](http://www.pixijs.com/). - Getting started: Check out @kittykatattack's comprehensive [tutorial](https://github.com/kittykatattack/learningPixi). - Examples: Get stuck right in and play around with PixiJS code and features right [here](http://pixijs.github.io/examples/)! - Docs: Get to know the PixiJS API by checking out the [docs](https://pixijs.github.io/docs/). diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index cf379a3..e4a6152 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -53,7 +53,7 @@ * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area * (shown if not transparent). * @param {boolean} [options.legacy=false] - If true PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experiance unexplained flickering try setting this to true. + * with older / less advanced devices. If you experience unexplained flickering try setting this to true. * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to "high-performance" * for devices with dual graphics card */ diff --git a/README.md b/README.md index 3ce352e..61d9121 100644 --- a/README.md +++ b/README.md @@ -26,7 +26,7 @@ **Boost your development and feel free to use your imagination!** ### Learn ### -- Website: Find out more about PixiJS on the [offical website](http://www.pixijs.com/). +- Website: Find out more about PixiJS on the [official website](http://www.pixijs.com/). - Getting started: Check out @kittykatattack's comprehensive [tutorial](https://github.com/kittykatattack/learningPixi). - Examples: Get stuck right in and play around with PixiJS code and features right [here](http://pixijs.github.io/examples/)! - Docs: Get to know the PixiJS API by checking out the [docs](https://pixijs.github.io/docs/). diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index cf379a3..e4a6152 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -53,7 +53,7 @@ * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area * (shown if not transparent). * @param {boolean} [options.legacy=false] - If true PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experiance unexplained flickering try setting this to true. + * with older / less advanced devices. If you experience unexplained flickering try setting this to true. * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to "high-performance" * for devices with dual graphics card */ diff --git a/src/core/renderers/webgl/filters/Filter.js b/src/core/renderers/webgl/filters/Filter.js index 2697445..72ee0eb 100644 --- a/src/core/renderers/webgl/filters/Filter.js +++ b/src/core/renderers/webgl/filters/Filter.js @@ -60,7 +60,7 @@ // TODO we could cache this! this.glShaders = {}; - // used for cacheing.. sure there is a better way! + // used for caching.. sure there is a better way! if (!SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc]) { SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc] = uid(); diff --git a/README.md b/README.md index 3ce352e..61d9121 100644 --- a/README.md +++ b/README.md @@ -26,7 +26,7 @@ **Boost your development and feel free to use your imagination!** ### Learn ### -- Website: Find out more about PixiJS on the [offical website](http://www.pixijs.com/). +- Website: Find out more about PixiJS on the [official website](http://www.pixijs.com/). - Getting started: Check out @kittykatattack's comprehensive [tutorial](https://github.com/kittykatattack/learningPixi). - Examples: Get stuck right in and play around with PixiJS code and features right [here](http://pixijs.github.io/examples/)! - Docs: Get to know the PixiJS API by checking out the [docs](https://pixijs.github.io/docs/). diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index cf379a3..e4a6152 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -53,7 +53,7 @@ * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area * (shown if not transparent). * @param {boolean} [options.legacy=false] - If true PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experiance unexplained flickering try setting this to true. + * with older / less advanced devices. If you experience unexplained flickering try setting this to true. * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to "high-performance" * for devices with dual graphics card */ diff --git a/src/core/renderers/webgl/filters/Filter.js b/src/core/renderers/webgl/filters/Filter.js index 2697445..72ee0eb 100644 --- a/src/core/renderers/webgl/filters/Filter.js +++ b/src/core/renderers/webgl/filters/Filter.js @@ -60,7 +60,7 @@ // TODO we could cache this! this.glShaders = {}; - // used for cacheing.. sure there is a better way! + // used for caching.. sure there is a better way! if (!SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc]) { SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc] = uid(); diff --git a/src/core/renderers/webgl/managers/FilterManager.js b/src/core/renderers/webgl/managers/FilterManager.js index 60a6374..6c57418 100644 --- a/src/core/renderers/webgl/managers/FilterManager.js +++ b/src/core/renderers/webgl/managers/FilterManager.js @@ -246,7 +246,7 @@ let shader = filter.glShaders[renderer.CONTEXT_UID]; - // cacheing.. + // caching.. if (!shader) { if (filter.glShaderKey) @@ -359,7 +359,7 @@ shader.uniforms.filterClamp = filterClamp; } - // TODO Cacheing layer.. + // TODO Caching layer.. for (const i in uniformData) { const type = uniformData[i].type; @@ -556,7 +556,7 @@ /** * Gets a Power-of-Two render texture. * - * TODO move to a seperate class could be on renderer? + * TODO move to a separate class could be on renderer? * also - could cause issue with multiple contexts? * * @private diff --git a/README.md b/README.md index 3ce352e..61d9121 100644 --- a/README.md +++ b/README.md @@ -26,7 +26,7 @@ **Boost your development and feel free to use your imagination!** ### Learn ### -- Website: Find out more about PixiJS on the [offical website](http://www.pixijs.com/). +- Website: Find out more about PixiJS on the [official website](http://www.pixijs.com/). - Getting started: Check out @kittykatattack's comprehensive [tutorial](https://github.com/kittykatattack/learningPixi). - Examples: Get stuck right in and play around with PixiJS code and features right [here](http://pixijs.github.io/examples/)! - Docs: Get to know the PixiJS API by checking out the [docs](https://pixijs.github.io/docs/). diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index cf379a3..e4a6152 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -53,7 +53,7 @@ * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area * (shown if not transparent). * @param {boolean} [options.legacy=false] - If true PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experiance unexplained flickering try setting this to true. + * with older / less advanced devices. If you experience unexplained flickering try setting this to true. * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to "high-performance" * for devices with dual graphics card */ diff --git a/src/core/renderers/webgl/filters/Filter.js b/src/core/renderers/webgl/filters/Filter.js index 2697445..72ee0eb 100644 --- a/src/core/renderers/webgl/filters/Filter.js +++ b/src/core/renderers/webgl/filters/Filter.js @@ -60,7 +60,7 @@ // TODO we could cache this! this.glShaders = {}; - // used for cacheing.. sure there is a better way! + // used for caching.. sure there is a better way! if (!SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc]) { SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc] = uid(); diff --git a/src/core/renderers/webgl/managers/FilterManager.js b/src/core/renderers/webgl/managers/FilterManager.js index 60a6374..6c57418 100644 --- a/src/core/renderers/webgl/managers/FilterManager.js +++ b/src/core/renderers/webgl/managers/FilterManager.js @@ -246,7 +246,7 @@ let shader = filter.glShaders[renderer.CONTEXT_UID]; - // cacheing.. + // caching.. if (!shader) { if (filter.glShaderKey) @@ -359,7 +359,7 @@ shader.uniforms.filterClamp = filterClamp; } - // TODO Cacheing layer.. + // TODO Caching layer.. for (const i in uniformData) { const type = uniformData[i].type; @@ -556,7 +556,7 @@ /** * Gets a Power-of-Two render texture. * - * TODO move to a seperate class could be on renderer? + * TODO move to a separate class could be on renderer? * also - could cause issue with multiple contexts? * * @private diff --git a/src/core/renderers/webgl/managers/StencilManager.js b/src/core/renderers/webgl/managers/StencilManager.js index 91edfa5..714de5a 100644 --- a/src/core/renderers/webgl/managers/StencilManager.js +++ b/src/core/renderers/webgl/managers/StencilManager.js @@ -58,7 +58,7 @@ this.stencilMaskStack.push(graphics); - // Increment the refference stencil value where the new mask overlaps with the old ones. + // Increment the reference stencil value where the new mask overlaps with the old ones. gl.colorMask(false, false, false, false); gl.stencilFunc(gl.EQUAL, prevMaskCount, this._getBitwiseMask()); gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR); @@ -86,7 +86,7 @@ } else { - // Decrement the refference stencil value where the popped mask overlaps with the other ones + // Decrement the reference stencil value where the popped mask overlaps with the other ones gl.colorMask(false, false, false, false); gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR); this.renderer.plugins.graphics.render(graphics); diff --git a/README.md b/README.md index 3ce352e..61d9121 100644 --- a/README.md +++ b/README.md @@ -26,7 +26,7 @@ **Boost your development and feel free to use your imagination!** ### Learn ### -- Website: Find out more about PixiJS on the [offical website](http://www.pixijs.com/). +- Website: Find out more about PixiJS on the [official website](http://www.pixijs.com/). - Getting started: Check out @kittykatattack's comprehensive [tutorial](https://github.com/kittykatattack/learningPixi). - Examples: Get stuck right in and play around with PixiJS code and features right [here](http://pixijs.github.io/examples/)! - Docs: Get to know the PixiJS API by checking out the [docs](https://pixijs.github.io/docs/). diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index cf379a3..e4a6152 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -53,7 +53,7 @@ * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area * (shown if not transparent). * @param {boolean} [options.legacy=false] - If true PixiJS will aim to ensure compatibility - * with older / less advanced devices. If you experiance unexplained flickering try setting this to true. + * with older / less advanced devices. If you experience unexplained flickering try setting this to true. * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to "high-performance" * for devices with dual graphics card */ diff --git a/src/core/renderers/webgl/filters/Filter.js b/src/core/renderers/webgl/filters/Filter.js index 2697445..72ee0eb 100644 --- a/src/core/renderers/webgl/filters/Filter.js +++ b/src/core/renderers/webgl/filters/Filter.js @@ -60,7 +60,7 @@ // TODO we could cache this! this.glShaders = {}; - // used for cacheing.. sure there is a better way! + // used for caching.. sure there is a better way! if (!SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc]) { SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc] = uid(); diff --git a/src/core/renderers/webgl/managers/FilterManager.js b/src/core/renderers/webgl/managers/FilterManager.js index 60a6374..6c57418 100644 --- a/src/core/renderers/webgl/managers/FilterManager.js +++ b/src/core/renderers/webgl/managers/FilterManager.js @@ -246,7 +246,7 @@ let shader = filter.glShaders[renderer.CONTEXT_UID]; - // cacheing.. + // caching.. if (!shader) { if (filter.glShaderKey) @@ -359,7 +359,7 @@ shader.uniforms.filterClamp = filterClamp; } - // TODO Cacheing layer.. + // TODO Caching layer.. for (const i in uniformData) { const type = uniformData[i].type; @@ -556,7 +556,7 @@ /** * Gets a Power-of-Two render texture. * - * TODO move to a seperate class could be on renderer? + * TODO move to a separate class could be on renderer? * also - could cause issue with multiple contexts? * * @private diff --git a/src/core/renderers/webgl/managers/StencilManager.js b/src/core/renderers/webgl/managers/StencilManager.js index 91edfa5..714de5a 100644 --- a/src/core/renderers/webgl/managers/StencilManager.js +++ b/src/core/renderers/webgl/managers/StencilManager.js @@ -58,7 +58,7 @@ this.stencilMaskStack.push(graphics); - // Increment the refference stencil value where the new mask overlaps with the old ones. + // Increment the reference stencil value where the new mask overlaps with the old ones. gl.colorMask(false, false, false, false); gl.stencilFunc(gl.EQUAL, prevMaskCount, this._getBitwiseMask()); gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR); @@ -86,7 +86,7 @@ } else { - // Decrement the refference stencil value where the popped mask overlaps with the other ones + // Decrement the reference stencil value where the popped mask overlaps with the other ones gl.colorMask(false, false, false, false); gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR); this.renderer.plugins.graphics.render(graphics); diff --git a/src/core/renderers/webgl/utils/RenderTarget.js b/src/core/renderers/webgl/utils/RenderTarget.js index cf2e0ce..167de74 100644 --- a/src/core/renderers/webgl/utils/RenderTarget.js +++ b/src/core/renderers/webgl/utils/RenderTarget.js @@ -219,7 +219,7 @@ */ activate() { - // TOOD refactor usage of frame.. + // TODO refactor usage of frame.. const gl = this.gl; // make sure the texture is unbound!