diff --git a/example/sprite.cpp b/example/sprite.cpp index 5fa3bd4..3e91ece 100644 --- a/example/sprite.cpp +++ b/example/sprite.cpp @@ -70,7 +70,7 @@ uint32_t transform(uint32_t * ta_parameter_buf) quad_vertices[2].z, quad_vertices[3].x, quad_vertices[3].y); - // curiously, there is no quad_veritices[3].z in vertex_sprite_type_0 + // curiously, there is no quad_vertices[3].z in vertex_sprite_type_0 parameter.append() = ta_global_parameter::end_of_list(para_control::para_type::end_of_list); diff --git a/example/video_output.cpp b/example/video_output.cpp index 61ccc16..8be6c07 100644 --- a/example/video_output.cpp +++ b/example/video_output.cpp @@ -101,7 +101,7 @@ uint32_t transform(uint32_t * ta_parameter_buf, b.x, b.y, b.z, c.x, c.y, c.z, d.x, d.y); - // curiously, there is no quad_veritices[3].z in vertex_sprite_type_0 + // curiously, there is no quad_vertices[3].z in vertex_sprite_type_0 parameter.append() = ta_global_parameter::end_of_list(para_control::para_type::end_of_list); diff --git a/example/wiffle_attenuation.cpp b/example/wiffle_attenuation.cpp index 889ee52..30f32da 100644 --- a/example/wiffle_attenuation.cpp +++ b/example/wiffle_attenuation.cpp @@ -91,7 +91,7 @@ void transform(ta_parameter_writer& parameter, auto l = lights[0] - point; auto n_dot_l = dot(n, l); if (n_dot_l > 0) { - float distance = length(lights[0] - point); + float distance = magnitude(lights[0] - point); float attenuation = 1.0 / (1.0f + 0.07f * distance + 0.007f * (distance * distance)); @@ -103,7 +103,7 @@ void transform(ta_parameter_writer& parameter, auto l = lights[1] - point; auto n_dot_l = dot(n, l); if (n_dot_l > 0) { - float distance = length(lights[1] - point); + float distance = magnitude(lights[1] - point); float attenuation = 1.0 / (1.0f + 0.07f * distance + 0.007f * (distance * distance)); @@ -115,7 +115,7 @@ void transform(ta_parameter_writer& parameter, auto l = lights[2] - point; auto n_dot_l = dot(n, l); if (n_dot_l > 0) { - float distance = length(lights[2] - point); + float distance = magnitude(lights[2] - point); float attenuation = 1.0 / (1.0f + 0.07f * distance + 0.007f * (distance * distance));