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| author | Andre Weissflog <floooh@gmail.com> | 2020-03-25 14:08:55 +0100 |
|---|---|---|
| committer | Andre Weissflog <floooh@gmail.com> | 2020-03-25 14:08:55 +0100 |
| commit | a662517e772d30b0889d68d83e7ec7cb395d89be (patch) | |
| tree | 8ca66c6d2cef4a4330564b965ab1b831ccd238bc | |
| parent | d12f8434d63dde986b6cb3d24261dba8b11d109e (diff) | |
sokol_gfx.h: documentation typos
| -rw-r--r-- | sokol_gfx.h | 7 |
1 files changed, 3 insertions, 4 deletions
diff --git a/sokol_gfx.h b/sokol_gfx.h index b6ad52c1..26bf71b1 100644 --- a/sokol_gfx.h +++ b/sokol_gfx.h @@ -446,10 +446,9 @@ - SG_VERTEXFORMAT_SHORT4N - SG_VERTEXFORMAT_USHORT4N - D3D11 will not convert *non-normalized* vertex formats - to floating point vertex shader inputs, those can - only use the ivecn formats when D3D11 is used - as backend (GL and should Metal can use both formats) + D3D11 will not convert *non-normalized* vertex formats to floating point + vertex shader inputs, those can only be uses with the *ivecn* vertex shader + input types when D3D11 is used as backend (GL and Metal can use both formats) - SG_VERTEXFORMAT_BYTE4, - SG_VERTEXFORMAT_UBYTE4 |