Spelling fixes in readme.
@@ -17,7 +17,7 @@ A OpenGL/WebGL/OpenGL ES renderer which seeks to make graphics simple but still
- makes it possible to combine high-level features with custom shaders so you can focus on the important stuff.
- can be used by those without any graphics experience and who just want to draw something.
- tries to do stuff in a few simple lines of code.
-- aims to be as explicit as possible so there is no surprices for you - no hidden magic.
+- aims to be as explicit as possible so there is no surprises for you - no hidden magic.
- targets both desktop, web and mobile.
`three-d` can for example be used for
@@ -35,7 +35,7 @@ The crate consist of three main modules for drawing, `context`, `core` and `rend
| [`context`](https://docs.rs/three-d/0/three_d/context/) | Low-level rendering module - requires a solid understanding of graphics concepts. Gives you complete control over both setup and rendering. |
| [`core`](https://docs.rs/three-d/0/three_d/core/) | Mid-level rendering module - requires at least some knowledge about graphics concepts. Use this if you want to write your own shaders and but don't want to spend time on setup and error handling. Can be combined with low-level functionality in the `context` module. |
| [`renderer`](https://docs.rs/three-d/0/three_d/renderer/) | High-level rendering module - requires no knowledge about graphics concepts. Use this if you just want to draw something on the screen. Features include methods for rendering different types of standard objects with different types of shading. Can be combined seamlessly with the mid-level features in the `core` module as well as functionality in the `context` module. |
-| [`window`](https://docs.rs/three-d/0/three_d/window/) (requires the `"window"` feature) | Window functionality on cross-platform native and web. This is primarily provided to make it easy to get started, however, in some cases it is desireable to replace this with a custom setup. It can be replaced by anything that provides an OpenGL or WebGL2 graphics context, for example [winit](https://github.com/rust-windowing/winit) and [glutin](https://github.com/rust-windowing/glutin) (the code in this `window` module can be used as a starting point), [wasm-bindgen](https://rustwasm.github.io/wasm-bindgen/introduction.html) and related crates (only on web) or [eframe](https://github.com/emilk/egui/tree/master/eframe) as shown in [this](https://github.com/emilk/egui/blob/master/eframe/examples/custom_3d_three-d.rs) example. |
+| [`window`](https://docs.rs/three-d/0/three_d/window/) (requires the `"window"` feature) | Window functionality on cross-platform native and web. This is primarily provided to make it easy to get started, however, in some cases it is desirable to replace this with a custom setup. It can be replaced by anything that provides an OpenGL or WebGL2 graphics context, for example [winit](https://github.com/rust-windowing/winit) and [glutin](https://github.com/rust-windowing/glutin) (the code in this `window` module can be used as a starting point), [wasm-bindgen](https://rustwasm.github.io/wasm-bindgen/introduction.html) and related crates (only on web) or [eframe](https://github.com/emilk/egui/tree/master/eframe) as shown in [this](https://github.com/emilk/egui/blob/master/eframe/examples/custom_3d_three-d.rs) example. |
In addition, the [three-d-asset](https://github.com/asny/three-d-asset) crate enables loading, deserializing, serializing and saving 3D assets, for example 3D models, textures etc.
