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commit e43fcbbca0ae0b9856ea14a37029fb8330a1ea85
Author: Vincent Torri <vincent.to...@gmail.com>
AuthorDate: Fri Aug 18 22:03:11 2023 -0700

    Update 'Direct3D 11 for 2D: Display a pink triangle'
---
 Direct3D-11-for-2D%3A-Display-a-pink-triangle.md | 4 ++--
 1 file changed, 2 insertions(+), 2 deletions(-)

diff --git a/Direct3D-11-for-2D%3A-Display-a-pink-triangle.md b/Direct3D-11-for-2D%3A-Display-a-pink-triangle.md
index ea4257f..e140ae8 100644
--- a/Direct3D-11-for-2D%3A-Display-a-pink-triangle.md
+++ b/Direct3D-11-for-2D%3A-Display-a-pink-triangle.md
@@ -34,7 +34,7 @@ So the normalized coordinate system goes from (-1, 1), corresponding to pixel (0
 
 Conversion from pixel coordinates on the screen (from (0, 0) to (w, h), that is 1 pixel outside the window) to normalized coordinates (from (-1, 1) to (1, -1)) must be computed. It is basic math. Let us call xf(x) the value of the normalized coordinates, function of the x coordinate of a pixel. The value xf(x) is affine in x, meaning $xf(x) = ax + b$, $a$ and $b$ being real numbers. So
 
-* $xf(0) = -1 = b$, and
+* $`xf(0) = -1 = b`$, and
 * $xf(w) = 1 = aw - 1$
 
 So $xf(x) = (2x - w)/w$. Similarly, $yf(y) = (h - 2y) / h$. Let us define these two macros:
@@ -68,7 +68,7 @@ We have to pass the vertices of our triangle (which are the geometric data) to t
 
 The code below is the HLSL code which contains both the function `main_vs()` for the vertex shader program, and the function `main_ps()` for the pixel shader program. Save it under the name `shader_1.hlsl`.
 
-```[file]c
+```c
 struct vs_input
 {
     float2 position : POSITION;

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