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Corrected several incorrect uses of "it's" #658

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Oct 24, 2021
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Original file line number Diff line number Diff line change
Expand Up @@ -118,7 +118,7 @@ private static void OnLoad()

VaoCube.VertexAttributePointer(0, 3, VertexAttribPointerType.Float, 3, 0);

//The lighting shader will give our main cube it's colour multiplied by the lights intensity
//The lighting shader will give our main cube its colour multiplied by the lights intensity
LightingShader = new Shader(Gl, "shader.vert", "lighting.frag");
//The Lamp shader uses a fragment shader that just colours it solid white so that we know it is the light source
LampShader = new Shader(Gl, "shader.vert", "shader.frag");
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Original file line number Diff line number Diff line change
Expand Up @@ -120,7 +120,7 @@ private static void OnLoad()
VaoCube.VertexAttributePointer(0, 3, VertexAttribPointerType.Float, 6, 0);
VaoCube.VertexAttributePointer(1, 3, VertexAttribPointerType.Float, 6, 3);

//The lighting shader will give our main cube it's colour multiplied by the light's intensity
//The lighting shader will give our main cube its colour multiplied by the light's intensity
LightingShader = new Shader(Gl, "shader.vert", "lighting.frag");
//The Lamp shader uses a fragment shader that just colours it solid white so that we know it is the light source
LampShader = new Shader(Gl, "shader.vert", "shader.frag");
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Original file line number Diff line number Diff line change
Expand Up @@ -129,7 +129,7 @@ private static void OnLoad()
VaoCube.VertexAttributePointer(1, 3, VertexAttribPointerType.Float, 8, 3);
VaoCube.VertexAttributePointer(2, 2, VertexAttribPointerType.Float, 8, 6);

//The lighting shader will give our main cube it's colour multiplied by the light's intensity
//The lighting shader will give our main cube its colour multiplied by the light's intensity
LightingShader = new Shader(Gl, "shader.vert", "lighting.frag");
//The Lamp shader uses a fragment shader that just colours it solid white so that we know it is the light source
LampShader = new Shader(Gl, "shader.vert", "shader.frag");
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2 changes: 1 addition & 1 deletion src/Maths/Silk.NET.Maths/Box2D.cs
Original file line number Diff line number Diff line change
Expand Up @@ -80,7 +80,7 @@ public Box2D(T minX, T minY, T maxX, T maxY)

/// <summary>
/// The size of this box.
/// When setting the box is scaled about it's center.
/// When setting the box is scaled about its center.
/// </summary>
[IgnoreDataMember]
public Vector2D<T> Size => Max - Min;
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2 changes: 1 addition & 1 deletion src/Maths/Silk.NET.Maths/Box3D.cs
Original file line number Diff line number Diff line change
Expand Up @@ -84,7 +84,7 @@ public Box3D(T minX, T minY, T minZ, T maxX, T maxY, T maxZ)

/// <summary>
/// The size of this box.
/// When setting the box is scaled about it's center.
/// When setting the box is scaled about its center.
/// </summary>
[IgnoreDataMember]
public Vector3D<T> Size => Max - Min;
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Original file line number Diff line number Diff line change
Expand Up @@ -115,7 +115,7 @@ public enum EffectInteger
EaxReverbDecayHFLimit = 0x0017,

/// <summary>
/// Used with the enum EfxEffectType as it's parameter.
/// Used with the enum EfxEffectType as its parameter.
/// </summary>
EffectType = 0x8001
}
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