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Corrected several incorrect uses of "it's" (#658)
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6 files changed

+6
-6
lines changed

6 files changed

+6
-6
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examples/CSharp/OpenGL Tutorials/Tutorial 3.1 - Ambient Lighting/Program.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -118,7 +118,7 @@ private static void OnLoad()
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VaoCube.VertexAttributePointer(0, 3, VertexAttribPointerType.Float, 3, 0);
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121-
//The lighting shader will give our main cube it's colour multiplied by the lights intensity
121+
//The lighting shader will give our main cube its colour multiplied by the lights intensity
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LightingShader = new Shader(Gl, "shader.vert", "lighting.frag");
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//The Lamp shader uses a fragment shader that just colours it solid white so that we know it is the light source
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LampShader = new Shader(Gl, "shader.vert", "shader.frag");

examples/CSharp/OpenGL Tutorials/Tutorial 3.3 - Specular Lighting/Program.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -120,7 +120,7 @@ private static void OnLoad()
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VaoCube.VertexAttributePointer(0, 3, VertexAttribPointerType.Float, 6, 0);
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VaoCube.VertexAttributePointer(1, 3, VertexAttribPointerType.Float, 6, 3);
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123-
//The lighting shader will give our main cube it's colour multiplied by the light's intensity
123+
//The lighting shader will give our main cube its colour multiplied by the light's intensity
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LightingShader = new Shader(Gl, "shader.vert", "lighting.frag");
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//The Lamp shader uses a fragment shader that just colours it solid white so that we know it is the light source
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LampShader = new Shader(Gl, "shader.vert", "shader.frag");

examples/CSharp/OpenGL Tutorials/Tutorial 3.5 - Lighting Maps/Program.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -129,7 +129,7 @@ private static void OnLoad()
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VaoCube.VertexAttributePointer(1, 3, VertexAttribPointerType.Float, 8, 3);
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VaoCube.VertexAttributePointer(2, 2, VertexAttribPointerType.Float, 8, 6);
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132-
//The lighting shader will give our main cube it's colour multiplied by the light's intensity
132+
//The lighting shader will give our main cube its colour multiplied by the light's intensity
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LightingShader = new Shader(Gl, "shader.vert", "lighting.frag");
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//The Lamp shader uses a fragment shader that just colours it solid white so that we know it is the light source
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LampShader = new Shader(Gl, "shader.vert", "shader.frag");

src/Maths/Silk.NET.Maths/Box2D.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -80,7 +80,7 @@ public Box2D(T minX, T minY, T maxX, T maxY)
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/// <summary>
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/// The size of this box.
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/// When setting the box is scaled about it's center.
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/// When setting the box is scaled about its center.
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/// </summary>
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[IgnoreDataMember]
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public Vector2D<T> Size => Max - Min;

src/Maths/Silk.NET.Maths/Box3D.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -84,7 +84,7 @@ public Box3D(T minX, T minY, T minZ, T maxX, T maxY, T maxZ)
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/// <summary>
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/// The size of this box.
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/// When setting the box is scaled about it's center.
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/// When setting the box is scaled about its center.
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/// </summary>
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[IgnoreDataMember]
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public Vector3D<T> Size => Max - Min;

src/OpenAL/Extensions/Silk.NET.OpenAL.Extensions.Creative/Enums/EffectInteger.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -115,7 +115,7 @@ public enum EffectInteger
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EaxReverbDecayHFLimit = 0x0017,
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/// <summary>
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/// Used with the enum EfxEffectType as it's parameter.
118+
/// Used with the enum EfxEffectType as its parameter.
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/// </summary>
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EffectType = 0x8001
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}

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