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Sphinx Python Documentation (#1567) - Fixed a couple of typos in head…
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…er files.
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StefanHabel committed Oct 18, 2023
1 parent e4382bb commit c983b87
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Showing 8 changed files with 11 additions and 11 deletions.
2 changes: 1 addition & 1 deletion source/MaterialXCore/Material.h
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Expand Up @@ -19,7 +19,7 @@ MATERIALX_NAMESPACE_BEGIN
/// filtered by the given shader type and target. By default, all surface shader nodes
/// are returned.
/// @param materialNode The node to examine.
/// @param nodeType THe shader node type to return. Defaults to the surface shader type.
/// @param nodeType The shader node type to return. Defaults to the surface shader type.
/// @param target An optional target name, which will be used to filter the returned nodes.
MX_CORE_API vector<NodePtr> getShaderNodes(NodePtr materialNode,
const string& nodeType = SURFACE_SHADER_TYPE_STRING,
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2 changes: 1 addition & 1 deletion source/MaterialXGenMsl/MslShaderGenerator.h
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Expand Up @@ -20,7 +20,7 @@ MATERIALX_NAMESPACE_BEGIN

using MslShaderGeneratorPtr = shared_ptr<class MslShaderGenerator>;

/// Base class for MSL (OpenGL Shading Language) code generation.
/// Base class for MSL (Metal Shading Language) code generation.
/// A generator for a specific MSL target should be derived from this class.
class MX_GENMSL_API MslShaderGenerator : public HwShaderGenerator
{
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2 changes: 1 addition & 1 deletion source/MaterialXGenShader/ShaderGenerator.h
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Expand Up @@ -23,7 +23,7 @@
MATERIALX_NAMESPACE_BEGIN

/// @class ShaderGenerator
/// Base class for shader generators
/// Base class for shader generators.
/// All third-party shader generators should derive from this class.
/// Derived classes should use DECLARE_SHADER_GENERATOR / DEFINE_SHADER_GENERATOR
/// in their declaration / definition, and register with the Registry class.
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2 changes: 1 addition & 1 deletion source/MaterialXGenShader/ShaderStage.h
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Expand Up @@ -52,7 +52,7 @@ class VariableBlock;
using VariableBlockPtr = std::shared_ptr<VariableBlock>;
/// Shared pointer to a map between string identifiers and VariableBlocks
using VariableBlockMap = std::unordered_map<string, VariableBlockPtr>;
/// A standard function predicate taking an ShaderPort pointer and returning a boolean.
/// A standard function predicate taking a ShaderPort pointer and returning a boolean.
using ShaderPortPredicate = std::function<bool(ShaderPort*)>;

/// @class VariableBlock
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2 changes: 1 addition & 1 deletion source/MaterialXGenShader/TypeDesc.h
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Expand Up @@ -23,7 +23,7 @@ using ChannelMap = std::unordered_map<char, int>;
/// about the type. All standard library data types are registered by default and their
/// type descriptors can be accessed from the Type namespace, e.g. MaterialX::Type::FLOAT.
/// If custom types are used they must be registered by calling TypeDesc::registerType().
/// Descriptors for registered types can be retreived using TypeDesc::get(), see below.
/// Descriptors for registered types can be retrieved using TypeDesc::get(), see below.
class MX_GENSHADER_API TypeDesc
{
public:
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8 changes: 4 additions & 4 deletions source/MaterialXRender/CgltfLoader.h
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Expand Up @@ -6,18 +6,18 @@
#ifndef MATERIALX_CGLTFLOADER_H
#define MATERIALX_CGLTFLOADER_H

/// @file
/// GLTF format loader using the Cgltf library
/// @file
/// glTF format loader using the cgltf library

#include <MaterialXRender/GeometryHandler.h>

MATERIALX_NAMESPACE_BEGIN

/// Shared pointer to a GLTFLoader
/// Shared pointer to a CgltfLoader
using CgltfLoaderPtr = std::shared_ptr<class CgltfLoader>;

/// @class CgltfLoader
/// Wrapper for loader to read in GLTF files using the Cgltf library.
/// Wrapper for loader to read in glTF files using the Cgltf library.
class MX_RENDER_API CgltfLoader : public GeometryLoader
{
public:
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2 changes: 1 addition & 1 deletion source/MaterialXRenderGlsl/GlslRenderer.h
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Expand Up @@ -32,7 +32,7 @@ using GlslRendererPtr = std::shared_ptr<class GlslRenderer>;
/// allows for explicit setting of shader stage code.
///
/// The main services provided are:
/// - Validation: All shader stages are compiled and atteched to a GLSL shader program.
/// - Validation: All shader stages are compiled and attached to a GLSL shader program.
/// - Introspection: The compiled shader program is examined for uniforms and attributes.
/// - Binding: Uniforms and attributes which match the predefined variables generated the GLSL code generator
/// will have values assigned to this. This includes matrices, attribute streams, and textures.
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2 changes: 1 addition & 1 deletion source/MaterialXRenderMsl/MetalTextureHandler.h
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Expand Up @@ -24,7 +24,7 @@ MATERIALX_NAMESPACE_BEGIN
using MetalTextureHandlerPtr = std::shared_ptr<class MetalTextureHandler>;

/// @class MetalTextureHandler
/// An Metal texture handler class
/// A Metal texture handler class
class MX_RENDERMSL_API MetalTextureHandler : public ImageHandler
{
friend class MslProgram;
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