fix typos in examples (#5711)

## Objective
Fixed some typos I came across while reading examples.
This commit is contained in:
Péter Leéh 2022-08-16 20:28:31 +00:00
parent a70b9c5969
commit 21dacbf137
5 changed files with 5 additions and 5 deletions

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@ -59,7 +59,7 @@ fn star(
// 6 // 6
// 7 5 // 7 5
// //
// These vertices are specificed in 3D space. // These vertices are specified in 3D space.
let mut v_pos = vec![[0.0, 0.0, 0.0]]; let mut v_pos = vec![[0.0, 0.0, 0.0]];
for i in 0..10 { for i in 0..10 {
// Angle of each vertex is 1/10 of TAU, plus PI/2 for positioning vertex 0 // Angle of each vertex is 1/10 of TAU, plus PI/2 for positioning vertex 0

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@ -67,7 +67,7 @@ fn setup(
..default() ..default()
}, },
camera_3d: Camera3d { camera_3d: Camera3d {
// dont clear on the second camera because the first camera already cleared the window // don't clear on the second camera because the first camera already cleared the window
clear_color: ClearColorConfig::None, clear_color: ClearColorConfig::None,
..default() ..default()
}, },

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@ -8,7 +8,7 @@ use bevy::{
fn main() { fn main() {
App::new() App::new()
// This configures the app to use the most compatible rendering settings. // This configures the app to use the most compatible rendering settings.
// They help with compatibilty with as many devices as possible. // They help with compatibility with as many devices as possible.
.insert_resource(WgpuSettings { .insert_resource(WgpuSettings {
priority: WgpuSettingsPriority::Compatibility, priority: WgpuSettingsPriority::Compatibility,
..default() ..default()

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@ -1,5 +1,5 @@
//! A custom post processing effect, using two cameras, with one reusing the render texture of the first one. //! A custom post processing effect, using two cameras, with one reusing the render texture of the first one.
//! Here a chromatic aberration is applied to a 3d scene containting a rotating cube. //! Here a chromatic aberration is applied to a 3d scene containing a rotating cube.
//! This example is useful to implement your own post-processing effect such as //! This example is useful to implement your own post-processing effect such as
//! edge detection, blur, pixelization, vignette... and countless others. //! edge detection, blur, pixelization, vignette... and countless others.

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@ -13,7 +13,7 @@ struct Scaling {
min_element_size: f32, min_element_size: f32,
} }
// Implement a simple initialisation. // Implement a simple initialization.
impl Scaling { impl Scaling {
fn new() -> Self { fn new() -> Self {
Scaling { Scaling {