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authorBruce Mitchener <bruce.mitchener@gmail.com>2019-06-26 10:21:07 +0700
committerBruce Mitchener <bruce.mitchener@gmail.com>2019-06-26 10:21:07 +0700
commit424c0f9d90b9672337b91d14a9a36d45ece29da6 (patch)
treeb2d8d26d20a7f17c56b7f6d33be1c44944e86a8c /README.md
parentfe159f4a37821cb66f8dfed1da51e31800412aff (diff)
Fix typos.
Diffstat (limited to 'README.md')
-rw-r--r--README.md4
1 files changed, 2 insertions, 2 deletions
diff --git a/README.md b/README.md
index 0e296f5d..c8f301cf 100644
--- a/README.md
+++ b/README.md
@@ -19,7 +19,7 @@ WebAssembly is a 'first-class citizen', one important motivation for the
Sokol headers is to provide a collection of cross-platform APIs with a
minimal footprint on the web platform while still being useful.
-All headers are standalone and can be used indepedendently from each other.
+All headers are standalone and can be used independently from each other.
Sample code is in a separate repo: https://github.com/floooh/sokol-samples
@@ -502,7 +502,7 @@ layout definition in sg_pipeline_desc works:
currently working on (here: https://github.com/floooh/sokol-tools).
While working on getting reflection data out of the shaders (e.g. what
- uniform blocks and textures the shader uses), it occured to me that
+ uniform blocks and textures the shader uses), it occurred to me that
vertex-attribute-names and -semantics are actually part of the reflection
info and belong to the shader, not to the vertex layout in the pipeline
object (which only describes how the incoming vertex data maps to