render: fix typos

This commit is contained in:
Ben Boeckel
2017-10-27 04:50:33 +02:00
committed by Cobrand
parent 085d0679e6
commit 5494841b18
+6 -6
View File
@@ -56,7 +56,7 @@ use sys::render as ll;
#[derive(Debug)]
pub struct SdlError(String);
/// Possible errors returned by targetting a `Canvas` to render to a `Texture`
/// Possible errors returned by targeting a `Canvas` to render to a `Texture`
#[derive(Debug)]
pub enum TargetRenderError {
SdlError(SdlError),
@@ -303,7 +303,7 @@ impl<'s> RenderTarget for Surface<'s> {
/// // However the canvas has not been updated to the window yet,
/// // everything has been processed to an internal buffer,
/// // but if we want our buffer to be displayed on the window,
/// // we need to call `present`. We need to call this everytime
/// // we need to call `present`. We need to call this every time
/// // we want to render a new frame on the window.
/// canvas.present();
/// // present does not "clear" the buffer, that means that
@@ -435,7 +435,7 @@ impl<T: RenderTarget> Canvas<T> {
/// pixel in it if you want, so you can do basically anything with that `Texture`.
///
/// If you want to set the content of multiple `Texture` at once the most efficient way
/// possible, *don't* make a loop and call this function everytime and use
/// possible, *don't* make a loop and call this function every time and use
/// `with_multiple_texture_canvas` instead. Using `with_texture_canvas` is actually
/// inefficient because the target is reset to the source (the `Window` or the `Surface`)
/// at the end of this function, but using it in a loop would make this reset useless.
@@ -457,7 +457,7 @@ impl<T: RenderTarget> Canvas<T> {
/// `Surface` outside of the closure.
///
/// You do not need to call `present` after drawing in the Canvas in the closure, the changes
/// are appleid directly to the `Texture` instead of a hidden buffer.
/// are applied directly to the `Texture` instead of a hidden buffer.
///
/// # Errors
///
@@ -625,7 +625,7 @@ pub struct TextureCreator<T> {
/// The type that allows you to build Window-based renderers.
///
/// By default, the renderer builder will prioritize for a hardware-accelerated
/// renderer, which is porbably what you want.
/// renderer, which is probably what you want.
pub struct CanvasBuilder {
window: Window,
index: Option<u32>,
@@ -1446,7 +1446,7 @@ pub struct TextureQuery {
/// Every Texture is owned by a `TextureCreator` or `Canvas` (the latter is only possible with the
/// `unsafe_textures` feature).
///
/// # Diffences between with and without `unsafe_textures` feature
/// # Differences between with and without `unsafe_textures` feature
///
/// Without the `unsafe_textures`, a texture is owned by a `TextureCreator` and a `Texture` cannot
/// outlive its parent `TextureCreator` thanks to lifetimes. A texture is destroyed via its `Drop`