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author | Yann Herklotz <ymherklotz@gmail.com> | 2018-01-06 11:10:52 +0000 |
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committer | Yann Herklotz <ymherklotz@gmail.com> | 2018-01-06 11:10:52 +0000 |
commit | 8b50d7f50ba40e51f7afd4e9c9efa023bc89ba48 (patch) | |
tree | 951e2fc1f577280122b85438ed3a782031af102d /yage | |
parent | 6b962c6c1409581923dfd04fcad3a0be90f71bbf (diff) | |
download | YAGE-8b50d7f50ba40e51f7afd4e9c9efa023bc89ba48.tar.gz YAGE-8b50d7f50ba40e51f7afd4e9c9efa023bc89ba48.zip |
[Engine] Removing whitespace
Diffstat (limited to 'yage')
-rw-r--r-- | yage/physics/README.md | 2 | ||||
-rw-r--r-- | yage/render/batch.h | 10 |
2 files changed, 6 insertions, 6 deletions
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. |