aboutsummaryrefslogtreecommitdiffstats
diff options
context:
space:
mode:
authorYann Herklotz <ymherklotz@gmail.com>2018-01-06 11:10:52 +0000
committerYann Herklotz <ymherklotz@gmail.com>2018-01-06 11:10:52 +0000
commit8b50d7f50ba40e51f7afd4e9c9efa023bc89ba48 (patch)
tree951e2fc1f577280122b85438ed3a782031af102d
parent6b962c6c1409581923dfd04fcad3a0be90f71bbf (diff)
downloadYAGE-8b50d7f50ba40e51f7afd4e9c9efa023bc89ba48.tar.gz
YAGE-8b50d7f50ba40e51f7afd4e9c9efa023bc89ba48.zip
[Engine] Removing whitespace
-rw-r--r--examples/resources/learnopenglshader.frag2
-rw-r--r--examples/resources/textureshader.vert2
-rw-r--r--yage/physics/README.md2
-rw-r--r--yage/render/batch.h10
4 files changed, 8 insertions, 8 deletions
diff --git a/examples/resources/learnopenglshader.frag b/examples/resources/learnopenglshader.frag
index ae3ba3ce..30919459 100644
--- a/examples/resources/learnopenglshader.frag
+++ b/examples/resources/learnopenglshader.frag
@@ -1,6 +1,6 @@
#version 450 core
out vec4 FragColor;
-
+
in vec4 ourColor;
in vec2 TexCoord;
diff --git a/examples/resources/textureshader.vert b/examples/resources/textureshader.vert
index aac246c9..447c68d4 100644
--- a/examples/resources/textureshader.vert
+++ b/examples/resources/textureshader.vert
@@ -16,5 +16,5 @@ void main()
fragment_position = vertex_position;
fragment_colour = vertex_colour;
- fragment_uv = vec2(vertex_uv.x, 1-vertex_uv.y);
+ fragment_uv = vec2(vertex_uv.x, 1-vertex_uv.y);
}
diff --git a/yage/physics/README.md b/yage/physics/README.md
index c1419155..4598b782 100644
--- a/yage/physics/README.md
+++ b/yage/physics/README.md
@@ -1,7 +1,7 @@
# Physics Engine
## Acceleration
-
+
speed and position:
I have
diff --git a/yage/render/batch.h b/yage/render/batch.h
index 57f997c1..6694fbcb 100644
--- a/yage/render/batch.h
+++ b/yage/render/batch.h
@@ -4,20 +4,20 @@
namespace yage
{
-/** The Batch class will be the base class for all the different batching
+/** The Batch class will be the base class for all the different batching
* processes that might use different shaders and attributes. This is necessary
* because when we use a different shader, we have to bind a specific number
* of attributes, and we might not always want to have a texture, colours and
* coordinates, for example, when only using simple shapes.
- *
+ *
* Batching
* ========
* The purpose of batching is to combine all sprites that use the same textures
* so that the textures does not have to be switched out on the gpu very often.
- * This produces a much more efficient rendering process. An implementation of
- * this can be seen in the SpriteBatch class, as it sorts and renders the
+ * This produces a much more efficient rendering process. An implementation of
+ * this can be seen in the SpriteBatch class, as it sorts and renders the
* objects you give it.
- *
+ *
* The reason this base class exists, is because it makes it easier to also
* render objects that may not need a texture, or may require multiple textures
* or different attributes.