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Fix typos in GLTFViewer and Tutorial21
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Samples/GLTFViewer/src/GLTFViewer.cpp

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@@ -935,7 +935,7 @@ void GLTFViewer::UpdateUI()
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{
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std::array<const char*, static_cast<size_t>(BackgroundMode::NumModes)> BackgroundModes;
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BackgroundModes[static_cast<size_t>(BackgroundMode::None)] = "None";
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BackgroundModes[static_cast<size_t>(BackgroundMode::EnvironmentMap)] = "Environmen Map";
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BackgroundModes[static_cast<size_t>(BackgroundMode::EnvironmentMap)] = "Environment Map";
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BackgroundModes[static_cast<size_t>(BackgroundMode::Irradiance)] = "Irradiance";
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BackgroundModes[static_cast<size_t>(BackgroundMode::PrefilteredEnvMap)] = "PrefilteredEnvMap";
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ImGui::Combo("Background mode", reinterpret_cast<int*>(&m_BackgroundMode), BackgroundModes.data(), static_cast<int>(BackgroundModes.size()));

Tutorials/Tutorial21_RayTracing/readme.md

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@@ -200,7 +200,7 @@ You may add more ray types, e.g. a secondary ray that uses simplified hit shader
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`BindingMode` is the hit group location calculation mode. In our example we will be assigning different
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hit groups to different instances, so we use the `HIT_GROUP_BINDING_MODE_PER_INSTANCE` mode. If an application
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needs more control, it can use `HIT_GROUP_BINDING_MODE_PER_GEOMETRY` mode to assign indiviudal hit group to
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needs more control, it can use `HIT_GROUP_BINDING_MODE_PER_GEOMETRY` mode to assign individual hit group to
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each geometry within every instance. On the other hand, it can use `HIT_GROUP_BINDING_MODE_PER_TLAS` mode
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to assign the same hit group to all geometries in all instances.
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