Skip to content

Commit 415630d

Browse files
authored
Merge pull request #353 from Luracasmus/patch-3
fix: spell "tessellation" correctly (where applicable)
2 parents d32d394 + f46c6c2 commit 415630d

3 files changed

Lines changed: 3 additions & 3 deletions

File tree

src/content/docs/current/Guides/Your First Shader/0_intro.mdx

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -43,7 +43,7 @@ For the next part it is important to note that since most of the game's developm
4343

4444
## How Shaders Work
4545

46-
A "shader" is, by definition, any program that is executed on the GPU. For Minecraft, these shader programs (also know as passes) can be sorted into two distinct categories: fullscreen passes, which execute for the entire screen, and gbuffers passes, which execute only for specific geometry. Each individual program is composed of several shader stages, two of which are required: a vertex shader, which executes once for each vertex of the geometry, and a fragment shader, which executes once for every pixel that covers the geometry. You can optionally include a compute, geometry, and/or tesselation stage for each pass.
46+
A "shader" is, by definition, any program that is executed on the GPU. For Minecraft, these shader programs (also know as passes) can be sorted into two distinct categories: fullscreen passes, which execute for the entire screen, and gbuffers passes, which execute only for specific geometry. Each individual program is composed of several shader stages, two of which are required: a vertex shader, which executes once for each vertex of the geometry, and a fragment shader, which executes once for every pixel that covers the geometry. You can optionally include a compute, geometry, and/or tessellation stage for each pass.
4747

4848
:::tip[CPU vs GPU]
4949
Odds are, all your previous code has been executed on the CPU. Shaders are instead executed on the GPU (also know as a graphics or video card). CPUs are great at performing complex sequential tasks, whereas GPUs are great are executing simple tasks in parallel. In fact, modern high-end graphics cards are capable of performing *trillions* of calculations per second! You can read more about the differences [here](https://www.intel.com/content/www/us/en/products/docs/processors/cpu-vs-gpu.html).

src/content/docs/current/Reference/Programs/overview.mdx

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -82,4 +82,4 @@ Unlike fragment shaders, compute shaders cannot directly write to color attachme
8282

8383
Tessellation shaders allow splitting of a single triangle into multiple triangles during runtime. This can be used to add more detail to displaced geometry such as for waving water effects or displacement maps. For more information, see the [Khronos Wiki](https://www.khronos.org/opengl/wiki/tessellation).
8484

85-
Iris supports tessellation only for gbuffers-style passes. It recognizes the tessellation control shader in a `.tcs` file, and the tessellation evaluation shader in a `.tes` file. Only triangles are supported (no quads or isolines). The [`TESSELATION_SHADERS`](/current/reference/shadersproperties/flags) feature flag is required to use tessellation shaders.
85+
Iris supports tessellation only for gbuffers-style passes. It recognizes the tessellation control shader in a `.tcs` file, and the tessellation evaluation shader in a `.tes` file. Only triangles are supported (no quads or isolines). The [`TESSELLATION_SHADERS`](/current/reference/shadersproperties/flags) feature flag is required to use tessellation shaders.

src/content/docs/current/Reference/Shaders.Properties/flags.mdx

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -43,4 +43,4 @@ The following is an index of all supported feature flags. Any feature flag marke
4343
| `REVERSED_CULLING` || Queries support for [reverse shadow culling](/current/reference/constants/voxeldistance) |
4444
| `SEPARATE_HARDWARE_SAMPLERS` | ✔️ | Enables [separate hardware shadow samplers](/current/reference/buffers/shadowtex#hardware-sampling) |
4545
| `SSBO` | ✔️ | Enables [SSBOs](/current/reference/buffers/ssbo) |
46-
| `TESSELATION_SHADERS` / `TESSELLATION_SHADERS` | ✔️ | Enables tesselation shaders |
46+
| `TESSELATION_SHADERS` / `TESSELLATION_SHADERS` | ✔️ | Enables tessellation shaders |

0 commit comments

Comments
 (0)