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-rw-r--r--yage/physics/README.md2
-rw-r--r--yage/render/batch.h10
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.