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2 changes: 1 addition & 1 deletion misc04_building_your_own_app/playground2.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -21,7 +21,7 @@ int main( void )
#endif


// Initialise GLFW
// Initialize GLFW
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
Expand Down
4 changes: 2 additions & 2 deletions misc05_picking/misc05_picking_BulletPhysics.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -86,7 +86,7 @@ void ScreenPosToWorldRay(

int main( void )
{
// Initialise GLFW
// Initialize GLFW
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
Expand Down Expand Up @@ -135,7 +135,7 @@ int main( void )

// Enable depth test
glEnable(GL_DEPTH_TEST);
// Accept fragment if it closer to the camera than the former one
// Accept fragment if it is closer to the camera than the former one
glDepthFunc(GL_LESS);

// Cull triangles which normal is not towards the camera
Expand Down
6 changes: 3 additions & 3 deletions misc05_picking/misc05_picking_custom.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -198,7 +198,7 @@ bool TestRayOBBIntersection(

int main( void )
{
// Initialise GLFW
// Initialize GLFW
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
Expand All @@ -209,7 +209,7 @@ int main( void )
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

// Open a window and create its OpenGL context
Expand Down Expand Up @@ -248,7 +248,7 @@ int main( void )

// Enable depth test
glEnable(GL_DEPTH_TEST);
// Accept fragment if it closer to the camera than the former one
// Accept fragment if it is closer to the camera than the former one
glDepthFunc(GL_LESS);

// Cull triangles which normal is not towards the camera
Expand Down
6 changes: 3 additions & 3 deletions misc05_picking/misc05_picking_slow_easy.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -29,7 +29,7 @@ using namespace glm;

int main( void )
{
// Initialise GLFW
// Initialize GLFW
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
Expand All @@ -40,7 +40,7 @@ int main( void )
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

// Open a window and create its OpenGL context
Expand Down Expand Up @@ -79,7 +79,7 @@ int main( void )

// Enable depth test
glEnable(GL_DEPTH_TEST);
// Accept fragment if it closer to the camera than the former one
// Accept fragment if it is closer to the camera than the former one
glDepthFunc(GL_LESS);

// Cull triangles which normal is not towards the camera
Expand Down
4 changes: 2 additions & 2 deletions playground/playground.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@ using namespace glm;

int main( void )
{
// Initialise GLFW
// Initialize GLFW
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
Expand All @@ -23,7 +23,7 @@ int main( void )
glfwWindowHint(GLFW_RESIZABLE,GL_FALSE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

// Open a window and create its OpenGL context
Expand Down
4 changes: 2 additions & 2 deletions tutorial01_first_window/tutorial01.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -15,7 +15,7 @@ using namespace glm;

int main( void )
{
// Initialise GLFW
// Initialize GLFW
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
Expand All @@ -26,7 +26,7 @@ int main( void )
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

// Open a window and create its OpenGL context
Expand Down
4 changes: 2 additions & 2 deletions tutorial02_red_triangle/tutorial02.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -17,7 +17,7 @@ using namespace glm;

int main( void )
{
// Initialise GLFW
// Initialize GLFW
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
Expand All @@ -28,7 +28,7 @@ int main( void )
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

// Open a window and create its OpenGL context
Expand Down
6 changes: 3 additions & 3 deletions tutorial03_matrices/tutorial03.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -18,7 +18,7 @@ using namespace glm;

int main( void )
{
// Initialise GLFW
// Initialize GLFW
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
Expand All @@ -29,7 +29,7 @@ int main( void )
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //We don't want the old OpenGL

// Open a window and create its OpenGL context
Expand Down Expand Up @@ -67,7 +67,7 @@ int main( void )
// Get a handle for our "MVP" uniform
GLuint MatrixID = glGetUniformLocation(programID, "MVP");

// Projection matrix : 45� Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units
// Projection matrix : 45� Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units
glm::mat4 Projection = glm::perspective(glm::radians(45.0f), 4.0f / 3.0f, 0.1f, 100.0f);
// Or, for an ortho camera :
//glm::mat4 Projection = glm::ortho(-10.0f,10.0f,-10.0f,10.0f,0.0f,100.0f); // In world coordinates
Expand Down
8 changes: 4 additions & 4 deletions tutorial04_colored_cube/tutorial04.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -18,7 +18,7 @@ using namespace glm;

int main( void )
{
// Initialise GLFW
// Initialize GLFW
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
Expand All @@ -29,7 +29,7 @@ int main( void )
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

// Open a window and create its OpenGL context
Expand Down Expand Up @@ -59,7 +59,7 @@ int main( void )

// Enable depth test
glEnable(GL_DEPTH_TEST);
// Accept fragment if it closer to the camera than the former one
// Accept fragment if it is closer to the camera than the former one
glDepthFunc(GL_LESS);

GLuint VertexArrayID;
Expand All @@ -72,7 +72,7 @@ int main( void )
// Get a handle for our "MVP" uniform
GLuint MatrixID = glGetUniformLocation(programID, "MVP");

// Projection matrix : 45� Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units
// Projection matrix : 45� Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units
glm::mat4 Projection = glm::perspective(glm::radians(45.0f), 4.0f / 3.0f, 0.1f, 100.0f);
// Camera matrix
glm::mat4 View = glm::lookAt(
Expand Down
8 changes: 4 additions & 4 deletions tutorial05_textured_cube/tutorial05.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -19,7 +19,7 @@ using namespace glm;

int main( void )
{
// Initialise GLFW
// Initialize GLFW
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
Expand All @@ -29,7 +29,7 @@ int main( void )
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

// Open a window and create its OpenGL context
Expand All @@ -56,7 +56,7 @@ int main( void )

// Enable depth test
glEnable(GL_DEPTH_TEST);
// Accept fragment if it closer to the camera than the former one
// Accept fragment if it is closer to the camera than the former one
glDepthFunc(GL_LESS);

GLuint VertexArrayID;
Expand All @@ -69,7 +69,7 @@ int main( void )
// Get a handle for our "MVP" uniform
GLuint MatrixID = glGetUniformLocation(programID, "MVP");

// Projection matrix : 45� Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units
// Projection matrix : 45� Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units
glm::mat4 Projection = glm::perspective(glm::radians(45.0f), 4.0f / 3.0f, 0.1f, 100.0f);
// Camera matrix
glm::mat4 View = glm::lookAt(
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@
// Interpolated values from the vertex shaders
in vec2 UV;

// Ouput data
// Output data
out vec3 color;

// Values that stay constant for the whole mesh.
Expand Down
8 changes: 4 additions & 4 deletions tutorial06_keyboard_and_mouse/tutorial06.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -20,7 +20,7 @@ using namespace glm;

int main( void )
{
// Initialise GLFW
// Initialize GLFW
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
Expand All @@ -31,7 +31,7 @@ int main( void )
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

// Open a window and create its OpenGL context
Expand All @@ -55,7 +55,7 @@ int main( void )

// Ensure we can capture the escape key being pressed below
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
// Hide the mouse and enable unlimited mouvement
// Hide the mouse and enable unlimited movement
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

// Set the mouse at the center of the screen
Expand All @@ -67,7 +67,7 @@ int main( void )

// Enable depth test
glEnable(GL_DEPTH_TEST);
// Accept fragment if it closer to the camera than the former one
// Accept fragment if it is closer to the camera than the former one
glDepthFunc(GL_LESS);

// Cull triangles which normal is not towards the camera
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@
// Interpolated values from the vertex shaders
in vec2 UV;

// Ouput data
// Output data
out vec3 color;

// Values that stay constant for the whole mesh.
Expand Down
8 changes: 4 additions & 4 deletions tutorial07_model_loading/tutorial07.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -22,7 +22,7 @@ using namespace glm;

int main( void )
{
// Initialise GLFW
// Initialize GLFW
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
Expand All @@ -33,7 +33,7 @@ int main( void )
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

// Open a window and create its OpenGL context
Expand All @@ -57,7 +57,7 @@ int main( void )

// Ensure we can capture the escape key being pressed below
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
// Hide the mouse and enable unlimited mouvement
// Hide the mouse and enable unlimited movement
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

// Set the mouse at the center of the screen
Expand All @@ -69,7 +69,7 @@ int main( void )

// Enable depth test
glEnable(GL_DEPTH_TEST);
// Accept fragment if it closer to the camera than the former one
// Accept fragment if it is closer to the camera than the former one
glDepthFunc(GL_LESS);

// Cull triangles which normal is not towards the camera
Expand Down
4 changes: 2 additions & 2 deletions tutorial08_basic_shading/StandardShading.fragmentshader
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@ in vec3 Normal_cameraspace;
in vec3 EyeDirection_cameraspace;
in vec3 LightDirection_cameraspace;

// Ouput data
// Output data
out vec3 color;

// Values that stay constant for the whole mesh.
Expand All @@ -18,7 +18,7 @@ uniform vec3 LightPosition_worldspace;
void main(){

// Light emission properties
// You probably want to put them as uniforms
// You'll probably want to put them as uniforms
vec3 LightColor = vec3(1,1,1);
float LightPower = 50.0f;

Expand Down
8 changes: 4 additions & 4 deletions tutorial08_basic_shading/tutorial08.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,7 @@ using namespace glm;

int main( void )
{
// Initialise GLFW
// Initialize GLFW
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
Expand All @@ -34,7 +34,7 @@ int main( void )
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make macOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

// Open a window and create its OpenGL context
Expand All @@ -58,7 +58,7 @@ int main( void )

// Ensure we can capture the escape key being pressed below
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
// Hide the mouse and enable unlimited mouvement
// Hide the mouse and enable unlimited movement
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

// Set the mouse at the center of the screen
Expand All @@ -70,7 +70,7 @@ int main( void )

// Enable depth test
glEnable(GL_DEPTH_TEST);
// Accept fragment if it closer to the camera than the former one
// Accept fragment if it is closer to the camera than the former one
glDepthFunc(GL_LESS);

// Cull triangles which normal is not towards the camera
Expand Down
2 changes: 1 addition & 1 deletion tutorial09_vbo_indexing/StandardShading.fragmentshader
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@ in vec3 Normal_cameraspace;
in vec3 EyeDirection_cameraspace;
in vec3 LightDirection_cameraspace;

// Ouput data
// Output data
out vec3 color;

// Values that stay constant for the whole mesh.
Expand Down
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