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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 /yage/render
parent6b962c6c1409581923dfd04fcad3a0be90f71bbf (diff)
downloadYAGE-8b50d7f50ba40e51f7afd4e9c9efa023bc89ba48.tar.gz
YAGE-8b50d7f50ba40e51f7afd4e9c9efa023bc89ba48.zip
[Engine] Removing whitespace
Diffstat (limited to 'yage/render')
-rw-r--r--yage/render/batch.h10
1 files changed, 5 insertions, 5 deletions
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.