@@ -55,7 +55,7 @@ const src = [1, 2, 3, 4, 5, 6];
5555// dst is now [2, 4, 6, 8, 10, 12];
5656```
5757
58- ## Shader's don't return a value they set an ` out ` variable
58+ ## Shaders don't return a value they set an ` out ` variable
5959
6060That's pretty easy to simulate
6161
@@ -558,7 +558,7 @@ const bBuffer = makeBufferAndSetAttribute(gl, new Float32Array(b), bLoc);
558558` ` `
559559
560560Then we need to setup a "transform feedback". A "transform feedback" is an object
561- that contains the state of the buffers we will write to. Where as an [vertex array](webgl-attributes.html)
561+ that contains the state of the buffers we will write to. Whereas an [vertex array](webgl-attributes.html)
562562specifies the state of all the input attributes, a "transform feedback" contains the
563563state of all the output attributes.
564564
@@ -769,7 +769,7 @@ const drawParticlesProgram = createProgram(
769769 gl, [drawParticlesVS, drawParticlesFS]);
770770` ` `
771771
772- A usual we need to lookup locations
772+ As usual we need to lookup locations
773773
774774` ` ` js
775775const updatePositionPrgLocs = {
@@ -819,8 +819,8 @@ const velocityBuffer = makeBuffer(gl, velocities, gl.STATIC_DRAW);
819819` ` `
820820
821821Note that we passed in ` gl .DYNAMIC_DRAW ` to ` gl .bufferData ` for the 2 position buffers
822- since we'll be updating them often. This is just hint to WebGL for optimization.
823- Whether it has any affect on performance is up to WebGL.
822+ since we'll be updating them often. This is just a hint to WebGL for optimization.
823+ Whether it has any effect on performance is up to WebGL.
824824
825825We need 4 vertex arrays.
826826
@@ -2069,7 +2069,7 @@ is happening on the GPU
20692069 * compute stuff on GPU
20702070 * read result
20712071
2072- where as via creative solutions it would be much faster if you could
2072+ whereas via creative solutions it would be much faster if you could
20732073
20742074 * compute stuff on GPU
20752075 * prep result for next step using GPU
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