diff --git a/examples/triangle/triangle.cpp b/examples/triangle/triangle.cpp index 00fac1d8485984c415fb671fa42f090bd5d349a2..8ca17c327c1802c586e55468e2457827fd076fdb 100644 --- a/examples/triangle/triangle.cpp +++ b/examples/triangle/triangle.cpp @@ -2,7 +2,7 @@ * Vulkan Example - Basic indexed triangle rendering * * Note: -* This is a "pedal to the metal" example to show off how to get Vulkan up an displaying something +* This is a "pedal to the metal" example to show off how to get Vulkan up and displaying something * Contrary to the other examples, this one won't make use of helper functions or initializers * Except in a few cases (swap chain setup e.g.) * @@ -87,7 +87,7 @@ public: // Pipelines (often called "pipeline state objects") are used to bake all states that affect a pipeline // While in OpenGL every state can be changed at (almost) any time, Vulkan requires to layout the graphics (and compute) pipeline states upfront // So for each combination of non-dynamic pipeline states you need a new pipeline (there are a few exceptions to this not discussed here) - // Even though this adds a new dimension of planing ahead, it's a great opportunity for performance optimizations by the driver + // Even though this adds a new dimension of planning ahead, it's a great opportunity for performance optimizations by the driver VkPipeline pipeline; // The descriptor set layout describes the shader binding layout (without actually referencing descriptor) @@ -182,10 +182,10 @@ public: semaphoreCreateInfo.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO; semaphoreCreateInfo.pNext = nullptr; - // Semaphore used to ensures that image presentation is complete before starting to submit again + // Semaphore used to ensure that image presentation is complete before starting to submit again VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &presentCompleteSemaphore)); - // Semaphore used to ensures that all commands submitted have been finished before submitting the image to the queue + // Semaphore used to ensure that all commands submitted have been finished before submitting the image to the queue VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &renderCompleteSemaphore)); // Fences (Used to check draw command buffer completion)