}
/* Shape decomposition to triangles
- * We'll use glDrawElements to draw all shapes that are not triangles, so
- * generate an index vector here, using the below sampling scheme.
+ * We'll use glDrawElements to draw all shapes that are not naturally
+ * composed of triangles, so generate an index vector here, using the
+ * below sampling scheme.
* Be careful to keep winding of all triangles counter-clockwise,
* assuming that input has correct winding...
*/
switch (numEdgePerFace)
{
case 3:
- /* nothing to do here, we'll drawn with glDrawArrays */
+ /* nothing to do here, we'll draw with glDrawArrays */
break;
case 4:
vertSamps = vert4Decomp;
/* Cache of input to glDrawArrays or glDrawElements
* In general, we build arrays with all vertices or normals.
* We cant compress this and use glDrawElements as all combinations of
- * vertex and normals are unique.
+ * vertices and normals are unique.
*/
#define DECLARE_SHAPE_CACHE(name,nameICaps,nameCaps)\
static GLboolean name##Cached = FALSE;\