From 2337a3f154268b49d0b4f0d849a7098e6e6990e5 Mon Sep 17 00:00:00 2001 From: Eric Lee Date: Tue, 20 Oct 2020 15:42:42 -0400 Subject: [PATCH] Typo --- _posts/metal/2018-07-05-metal-intro-1.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/_posts/metal/2018-07-05-metal-intro-1.md b/_posts/metal/2018-07-05-metal-intro-1.md index a47a47c8..6cb23ac2 100644 --- a/_posts/metal/2018-07-05-metal-intro-1.md +++ b/_posts/metal/2018-07-05-metal-intro-1.md @@ -430,7 +430,7 @@ pipelineDescriptor.vertexFunction = library?.makeFunction(name: "vertexShader") pipelineDescriptor.fragmentFunction = library?.makeFunction(name: "fragmentShader") ``` -The device is required to make the default library (and is thus a parameter for the function), since when this code is rune the Metal code must be compiled into final machine code that is specific to the device. +The device is required to make the default library (and is thus a parameter for the function), since when this code is run the Metal code must be compiled into final machine code that is specific to the device. We also need to tell the pipeline in what format to store the pixel data. Options include how many bytes per pixel, and in what order to store red, green, blue, and alpha. But we just need the pipeline's output format to match the format of the `MTKView`, which is why an `MTKView` is a parameter. We setup this configuration with one line: @@ -676,4 +676,4 @@ What's really great and fun about graphics programming is that it is easy to exp [xcode2]: /public/post_assets/metal/metal-intro-1/xcode2.png [shading_lang]: https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf -[project_link]: /public/post_assets/metal/metal-intro-1/MetalIntro1.zip \ No newline at end of file +[project_link]: /public/post_assets/metal/metal-intro-1/MetalIntro1.zip