Jason McKesson committed a867e81 Merge

Merged in trevorfancher/gltut (pull request #1)

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Documents/Basics/Tutorial 02.xml

     glGenBuffers(1, &vertexBufferObject);
     glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData), vertexData, GL_STREAM_DRAW);
+    glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData), vertexData, GL_STATIC_DRAW);
     glBindBuffer(GL_ARRAY_BUFFER, 0);
                 location to send the data to and the last parameter. The last parameter is the byte
                 offset into the buffer of where the data for this attribute starts. This offset, in
                 this case, is 4 (the size of a <type>float</type>) * 4 (the number of
-                    <type>float</type>s in a <type>vec4</type> * 3 (the number of
+                    <type>float</type>s in a <type>vec4</type>) * 3 (the number of
                 <type>vec4</type>'s in the position data).</para>
                 <para>If you're wondering why it is <literal>(void*)48</literal> and not just
                     <paramdef>vec <parameter>final</parameter></paramdef>
                     <paramdef>float <parameter>alpha</parameter></paramdef>
-                <funcprototype>
-                    <funcdef>vec <function>mix</function></funcdef>
-                    <paramdef>vec <parameter>initial</parameter></paramdef>
-                    <paramdef>vec <parameter>final</parameter></paramdef>
-                    <paramdef>vec <parameter>alpha</parameter></paramdef>
-                </funcprototype>
             <para>Performs a linear interpolation between <parameter>initial</parameter>,
                     <parameter>final</parameter>, based on <parameter>alpha</parameter>. An

Documents/Positioning/Tutorial 03.xml

             could do something time-based in the fragment shader. Fragment shaders cannot affect the
             position of the object, but they can control its color. And this is what
                 <filename>fragChangeColor.cpp</filename> does.</para>
-        <para>The fragment shader in this tutorial is also loaded from the file
+        <para>The fragment shader in this tutorial is loaded from the file
             <title>Time-based Fragment Shader</title>
                     <paramdef>vec <parameter>numerator</parameter></paramdef>
                     <paramdef>float <parameter>denominator</parameter></paramdef>
-                <funcprototype>
-                    <funcdef>vec <function>mod</function></funcdef>
-                    <paramdef>vec <parameter>numerator</parameter></paramdef>
-                    <paramdef>vec <parameter>denominator</parameter></paramdef>
-                </funcprototype>
             <para>The <function>mod</function> function takes the modulus of the
                     <parameter>numerator</parameter> by the <parameter>denominator</parameter>. The

Documents/Positioning/Tutorial 04.xml

             plane on which the world is projected. For 2D to 1D, there is a bounded line that is the
             result of the projection.</para>
         <para>An <glossterm>orthographic projection</glossterm> is a very simplistic projection.
-            When projecting onto an axis-aligned surface, as above, the projection simply involves
+            When projecting onto an axis-aligned surface, as below, the projection simply involves
             throwing away the coordinate perpendicular to the surface.</para>
             <title>2D to 1D Orthographic Projection</title>