diff --git a/src/sdl2/render.rs b/src/sdl2/render.rs index 485e09eaa20..a0223f5d501 100644 --- a/src/sdl2/render.rs +++ b/src/sdl2/render.rs @@ -56,7 +56,7 @@ use sys::render as ll; #[derive(Debug)] pub struct SdlError(String); -/// Possible errors returned by targetting a `Canvas` to render to a `Texture` +/// Possible errors returned by targeting a `Canvas` to render to a `Texture` #[derive(Debug)] pub enum TargetRenderError { SdlError(SdlError), @@ -303,7 +303,7 @@ impl<'s> RenderTarget for Surface<'s> { /// // However the canvas has not been updated to the window yet, /// // everything has been processed to an internal buffer, /// // but if we want our buffer to be displayed on the window, -/// // we need to call `present`. We need to call this everytime +/// // we need to call `present`. We need to call this every time /// // we want to render a new frame on the window. /// canvas.present(); /// // present does not "clear" the buffer, that means that @@ -435,7 +435,7 @@ impl Canvas { /// pixel in it if you want, so you can do basically anything with that `Texture`. /// /// If you want to set the content of multiple `Texture` at once the most efficient way - /// possible, *don't* make a loop and call this function everytime and use + /// possible, *don't* make a loop and call this function every time and use /// `with_multiple_texture_canvas` instead. Using `with_texture_canvas` is actually /// inefficient because the target is reset to the source (the `Window` or the `Surface`) /// at the end of this function, but using it in a loop would make this reset useless. @@ -457,7 +457,7 @@ impl Canvas { /// `Surface` outside of the closure. /// /// You do not need to call `present` after drawing in the Canvas in the closure, the changes - /// are appleid directly to the `Texture` instead of a hidden buffer. + /// are applied directly to the `Texture` instead of a hidden buffer. /// /// # Errors /// @@ -625,7 +625,7 @@ pub struct TextureCreator { /// The type that allows you to build Window-based renderers. /// /// By default, the renderer builder will prioritize for a hardware-accelerated -/// renderer, which is porbably what you want. +/// renderer, which is probably what you want. pub struct CanvasBuilder { window: Window, index: Option, @@ -1446,7 +1446,7 @@ pub struct TextureQuery { /// Every Texture is owned by a `TextureCreator` or `Canvas` (the latter is only possible with the /// `unsafe_textures` feature). /// -/// # Diffences between with and without `unsafe_textures` feature +/// # Differences between with and without `unsafe_textures` feature /// /// Without the `unsafe_textures`, a texture is owned by a `TextureCreator` and a `Texture` cannot /// outlive its parent `TextureCreator` thanks to lifetimes. A texture is destroyed via its `Drop`