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Fixing minor english typos (#827)
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@ -38,7 +38,7 @@ ImGui has zero frame of lag for most behaviors and one frame of lag for some beh
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At 60 FPS your experience should be pleasant. Consider that OS mouse cursors are typically drawn through
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a specific hardware accelerated route and may feel smoother than other GPU rendered contents. You may
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experiment with the io.MouseDrawCursor flag to request ImGui to draw a mouse cursor itself, to visualize
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the lag between an hardware cursor and a software cursor. It might be beneficial to the user experience
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the lag between a hardware cursor and a software cursor. It might be beneficial to the user experience
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to switch to a software rendered cursor when an interactive drag is in progress.
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Also note that some setup or GPU drivers may be causing extra lag (possibly by enforcing triple buffering),
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leaving you with no option but sadness/anger (Intel GPU drivers were reported as such).
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@ -191,7 +191,7 @@ uSynergyBool ImGui_ConnectFunc(uSynergyCookie cookie)
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// connect it to the address and port we passed in to getaddrinfo():
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int ret = connect(usynergy_sockfd, res->ai_addr, res->ai_addrlen);
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if (!ret) {
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NSLog( @"Connect suceeded...");
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NSLog( @"Connect succeeded...");
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} else {
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NSLog( @"Connect failed, %d", ret );
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}
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@ -345,7 +345,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
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// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
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// If you would like to use this DX11 sample code but remove this dependency you can:
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// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [prefered solution]
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// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
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// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
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// See https://github.com/ocornut/imgui/pull/638 for sources and details.
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@ -347,7 +347,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
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// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
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// If you would like to use this DX11 sample code but remove this dependency you can:
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// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [prefered solution]
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// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
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// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
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// See https://github.com/ocornut/imgui/pull/638 for sources and details.
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@ -9,7 +9,7 @@ set (CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DVK_PROTOTYPES")
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set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_PROTOTYPES")
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# GLFW
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set(GLFW_DIR ../../../glfw) # Set this to point to a up-to-date GLFW repo
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set(GLFW_DIR ../../../glfw) # Set this to point to an up-to-date GLFW repo
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option(GLFW_BUILD_EXAMPLES "Build the GLFW example programs" OFF)
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option(GLFW_BUILD_TESTS "Build the GLFW test programs" OFF)
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option(GLFW_BUILD_DOCS "Build the GLFW documentation" OFF)
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