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Merge pull request #9695 from jasonsturges/doc/engines

Engine documentation
sebavan 4 年 前
コミット
34b799f6dd

+ 3 - 3
src/Engines/Extensions/engine.occlusionQuery.ts

@@ -290,7 +290,7 @@ declare module "../../Meshes/abstractMesh" {
         _occlusionDataStorage: _OcclusionDataStorage;
 
         /**
-        * This number indicates the number of allowed retries before stop the occlusion query, this is useful if the occlusion query is taking long time before to the query result is retireved, the query result indicates if the object is visible within the scene or not and based on that Babylon.Js engine decideds to show or hide the object.
+        * This number indicates the number of allowed retries before stop the occlusion query, this is useful if the occlusion query is taking long time before to the query result is retireved, the query result indicates if the object is visible within the scene or not and based on that Babylon.Js engine decides to show or hide the object.
         * The default value is -1 which means don't break the query and wait till the result
         * @see https://doc.babylonjs.com/features/occlusionquery
         */
@@ -298,7 +298,7 @@ declare module "../../Meshes/abstractMesh" {
 
         /**
          * This property is responsible for starting the occlusion query within the Mesh or not, this property is also used to determine what should happen when the occlusionRetryCount is reached. It has supports 3 values:
-         * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
+         * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query within the Mesh.
          * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
          * * OCCLUSION_TYPE_STRICT: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken restore the last state of the mesh occlusion if the mesh was visible then show the mesh if was hidden then hide don't show.
          * @see https://doc.babylonjs.com/features/occlusionquery
@@ -314,7 +314,7 @@ declare module "../../Meshes/abstractMesh" {
         occlusionQueryAlgorithmType: number;
 
         /**
-        * Gets or sets whether the mesh is occluded or not, it is used also to set the intial state of the mesh to be occluded or not
+        * Gets or sets whether the mesh is occluded or not, it is used also to set the initial state of the mesh to be occluded or not
         * @see https://doc.babylonjs.com/features/occlusionquery
         */
         isOccluded: boolean;

+ 3 - 3
src/Engines/Extensions/engine.rawTexture.ts

@@ -60,7 +60,7 @@ declare module "../../Engines/thinEngine" {
 
         /**
          * Update a raw cube texture
-         * @param texture defines the texture to udpdate
+         * @param texture defines the texture to update
          * @param data defines the data to store
          * @param format defines the data format
          * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
@@ -70,7 +70,7 @@ declare module "../../Engines/thinEngine" {
 
         /**
          * Update a raw cube texture
-         * @param texture defines the texture to udpdate
+         * @param texture defines the texture to update
          * @param data defines the data to store
          * @param format defines the data format
          * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
@@ -81,7 +81,7 @@ declare module "../../Engines/thinEngine" {
 
         /**
          * Update a raw cube texture
-         * @param texture defines the texture to udpdate
+         * @param texture defines the texture to update
          * @param data defines the data to store
          * @param format defines the data format
          * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)

+ 2 - 2
src/Engines/IPipelineContext.ts

@@ -138,14 +138,14 @@ export interface IPipelineContext {
     setMatrix(uniformName: string, matrix: IMatrixLike): void;
 
     /**
-     * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
+     * Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
      * @param uniformName Name of the variable.
      * @param matrix matrix to be set.
      */
     setMatrix3x3(uniformName: string, matrix: Float32Array): void;
 
     /**
-     * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
+     * Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)
      * @param uniformName Name of the variable.
      * @param matrix matrix to be set.
      */

+ 3 - 3
src/Engines/WebGL/webGLPipelineContext.ts

@@ -175,7 +175,7 @@ export class WebGLPipelineContext implements IPipelineContext {
     }
 
     /**
-     * Sets an interger value on a uniform variable.
+     * Sets an integer value on a uniform variable.
      * @param uniformName Name of the variable.
      * @param value Value to be set.
      */
@@ -344,7 +344,7 @@ export class WebGLPipelineContext implements IPipelineContext {
     }
 
     /**
-     * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
+     * Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
      * @param uniformName Name of the variable.
      * @param matrix matrix to be set.
      */
@@ -354,7 +354,7 @@ export class WebGLPipelineContext implements IPipelineContext {
     }
 
     /**
-     * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
+     * Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)
      * @param uniformName Name of the variable.
      * @param matrix matrix to be set.
      */

+ 2 - 2
src/Engines/WebGPU/webgpuPipelineContext.ts

@@ -334,7 +334,7 @@ export class WebGPUPipelineContext implements IPipelineContext {
     }
 
     /**
-     * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
+     * Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
      * @param uniformName Name of the variable.
      * @param matrix matrix to be set.
      */
@@ -346,7 +346,7 @@ export class WebGPUPipelineContext implements IPipelineContext {
     }
 
     /**
-     * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
+     * Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)
      * @param uniformName Name of the variable.
      * @param matrix matrix to be set.
      */

+ 1 - 1
src/Engines/WebGPU/webgpuShaderProcessingContext.ts

@@ -106,7 +106,7 @@ export class WebGPUShaderProcessingContext implements ShaderProcessingContext {
         }
 
         if (this.freeSetIndex === _maxSets) {
-            throw "Too many textures or UBOs have been declared and it is not supprted in WebGPU.";
+            throw "Too many textures or UBOs have been declared and it is not supported in WebGPU.";
         }
 
         const returnValue = {

+ 7 - 7
src/Engines/constants.ts

@@ -1,4 +1,4 @@
-/** Defines the cross module used constants to avoid circular dependncies */
+/** Defines the cross module used constants to avoid circular dependencies */
 export class Constants {
     /** Defines that alpha blending is disabled */
     public static readonly ALPHA_DISABLE = 0;
@@ -74,16 +74,16 @@ export class Constants {
      */
     public static readonly ALPHA_EQUATION_DARKEN = 5;
 
-    /** Defines that the ressource is not delayed*/
+    /** Defines that the resource is not delayed*/
     public static readonly DELAYLOADSTATE_NONE = 0;
-    /** Defines that the ressource was successfully delay loaded */
+    /** Defines that the resource was successfully delay loaded */
     public static readonly DELAYLOADSTATE_LOADED = 1;
-    /** Defines that the ressource is currently delay loading */
+    /** Defines that the resource is currently delay loading */
     public static readonly DELAYLOADSTATE_LOADING = 2;
-    /** Defines that the ressource is delayed and has not started loading */
+    /** Defines that the resource is delayed and has not started loading */
     public static readonly DELAYLOADSTATE_NOTLOADED = 4;
 
-    // Depht or Stencil test Constants.
+    // Depth or Stencil test Constants.
     /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
     public static readonly NEVER = 0x0200;
     /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
@@ -507,7 +507,7 @@ export class Constants {
      */
     public static readonly SCENELOADER_SUMMARY_LOGGING = 2;
     /**
-     * Detailled logging while loading
+     * Detailed logging while loading
      */
     public static readonly SCENELOADER_DETAILED_LOGGING = 3;
 

+ 12 - 12
src/Engines/engine.ts

@@ -83,13 +83,13 @@ export class Engine extends ThinEngine {
      */
     public static readonly ALPHA_SCREENMODE = Constants.ALPHA_SCREENMODE;
 
-    /** Defines that the ressource is not delayed*/
+    /** Defines that the resource is not delayed*/
     public static readonly DELAYLOADSTATE_NONE = Constants.DELAYLOADSTATE_NONE;
-    /** Defines that the ressource was successfully delay loaded */
+    /** Defines that the resource was successfully delay loaded */
     public static readonly DELAYLOADSTATE_LOADED = Constants.DELAYLOADSTATE_LOADED;
-    /** Defines that the ressource is currently delay loading */
+    /** Defines that the resource is currently delay loading */
     public static readonly DELAYLOADSTATE_LOADING = Constants.DELAYLOADSTATE_LOADING;
-    /** Defines that the ressource is delayed and has not started loading */
+    /** Defines that the resource is delayed and has not started loading */
     public static readonly DELAYLOADSTATE_NOTLOADED = Constants.DELAYLOADSTATE_NOTLOADED;
 
     // Depht or Stencil test Constants.
@@ -306,7 +306,7 @@ export class Engine extends ThinEngine {
 
     /**
      * Method called to create the default loading screen.
-     * This can be overriden in your own app.
+     * This can be overridden in your own app.
      * @param canvas The rendering canvas element
      * @returns The loading screen
      */
@@ -394,7 +394,7 @@ export class Engine extends ThinEngine {
     public onBeforeShaderCompilationObservable = new Observable<Engine>();
 
     /**
-     * Observable raised when the engine has jsut compiled a shader
+     * Observable raised when the engine has just compiled a shader
      */
     public onAfterShaderCompilationObservable = new Observable<Engine>();
 
@@ -476,7 +476,7 @@ export class Engine extends ThinEngine {
 
     /**
      * Creates a new engine
-     * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
+     * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which already used the WebGL context
      * @param antialias defines enable antialiasing (default: false)
      * @param options defines further options to be sent to the getContext() function
      * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
@@ -639,7 +639,7 @@ export class Engine extends ThinEngine {
 
     /**
      * Gets the client rect of the HTML canvas attached with the current webGL context
-     * @returns a client rectanglee
+     * @returns a client rectangle
      */
     public getRenderingCanvasClientRect(): Nullable<ClientRect> {
         if (!this._renderingCanvas) {
@@ -650,7 +650,7 @@ export class Engine extends ThinEngine {
 
     /**
      * Gets the client rect of the HTML element used for events
-     * @returns a client rectanglee
+     * @returns a client rectangle
      */
     public getInputElementClientRect(): Nullable<ClientRect> {
         if (!this._renderingCanvas) {
@@ -1462,7 +1462,7 @@ export class Engine extends ThinEngine {
     /**
      * @hidden
      * Rescales a texture
-     * @param source input texutre
+     * @param source input texture
      * @param destination destination texture
      * @param scene scene to use to render the resize
      * @param internalFormat format to use when resizing
@@ -1677,7 +1677,7 @@ export class Engine extends ThinEngine {
     }
 
     /**
-     * Creates a webGL buffer to use with instanciation
+     * Creates a webGL buffer to use with instantiation
      * @param capacity defines the size of the buffer
      * @returns the webGL buffer
      */
@@ -1697,7 +1697,7 @@ export class Engine extends ThinEngine {
     }
 
     /**
-     * Delete a webGL buffer used with instanciation
+     * Delete a webGL buffer used with instantiation
      * @param buffer defines the webGL buffer to delete
      */
     public deleteInstancesBuffer(buffer: WebGLBuffer): void {

+ 1 - 1
src/Engines/engineCapabilities.ts

@@ -24,7 +24,7 @@ export interface EngineCapabilities {
     maxVertexUniformVectors: number;
     /** Maximum number of uniforms per fragment shader */
     maxFragmentUniformVectors: number;
-    /** Defines if standard derivates (dx/dy) are supported */
+    /** Defines if standard derivatives (dx/dy) are supported */
     standardDerivatives: boolean;
     /** Defines if s3tc texture compression is supported */
     s3tc?: WEBGL_compressed_texture_s3tc;

+ 1 - 1
src/Engines/instancingAttributeInfo.ts

@@ -1,5 +1,5 @@
 /**
- * Interface for attribute information associated with buffer instanciation
+ * Interface for attribute information associated with buffer instantiation
  */
 export interface InstancingAttributeInfo {
     /**

+ 3 - 3
src/Engines/nativeEngine.ts

@@ -323,7 +323,7 @@ class NativePipelineContext implements IPipelineContext {
     }
 
     /**
-     * Sets an interger value on a uniform variable.
+     * Sets an integer value on a uniform variable.
      * @param uniformName Name of the variable.
      * @param value Value to be set.
      */
@@ -998,7 +998,7 @@ export class NativeEngine extends Engine {
      * @param fillMode defines the primitive to use
      * @param indexStart defines the starting index
      * @param indexCount defines the number of index to draw
-     * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
+     * @param instancesCount defines the number of instances to draw (if instantiation is enabled)
      */
     public drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void {
         // Apply states
@@ -1022,7 +1022,7 @@ export class NativeEngine extends Engine {
      * @param fillMode defines the primitive to use
      * @param verticesStart defines the index of first vertex to draw
      * @param verticesCount defines the count of vertices to draw
-     * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
+     * @param instancesCount defines the number of instances to draw (if instantiation is enabled)
      */
     public drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void {
         // Apply states

+ 1 - 1
src/Engines/nullEngine.ts

@@ -283,7 +283,7 @@ export class NullEngine extends Engine {
     }
 
     /**
-     * Activates an effect, mkaing it the current one (ie. the one used for rendering)
+     * Activates an effect, making it the current one (ie. the one used for rendering)
      * @param effect defines the effect to activate
      */
     public enableEffect(effect: Effect): void {

+ 13 - 13
src/Engines/thinEngine.ts

@@ -1134,7 +1134,7 @@ export class ThinEngine {
 
     /**
      * Gets an object containing information about the current webGL context
-     * @returns an object containing the vender, the renderer and the version of the current webGL context
+     * @returns an object containing the vendor, the renderer and the version of the current webGL context
      */
     public getGlInfo() {
         return {
@@ -1961,7 +1961,7 @@ export class ThinEngine {
     }
 
     /**
-     * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
+     * Update the content of a webGL buffer used with instantiation and bind it to the webGL context
      * @param instancesBuffer defines the webGL buffer to update and bind
      * @param data defines the data to store in the buffer
      * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
@@ -2079,7 +2079,7 @@ export class ThinEngine {
      * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
      * @param indexStart defines the starting index
      * @param indexCount defines the number of index to draw
-     * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
+     * @param instancesCount defines the number of instances to draw (if instantiation is enabled)
      */
     public draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void {
         this.drawElementsType(useTriangles ? Constants.MATERIAL_TriangleFillMode : Constants.MATERIAL_WireFrameFillMode, indexStart, indexCount, instancesCount);
@@ -2089,7 +2089,7 @@ export class ThinEngine {
      * Draw a list of points
      * @param verticesStart defines the index of first vertex to draw
      * @param verticesCount defines the count of vertices to draw
-     * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
+     * @param instancesCount defines the number of instances to draw (if instantiation is enabled)
      */
     public drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void {
         this.drawArraysType(Constants.MATERIAL_PointFillMode, verticesStart, verticesCount, instancesCount);
@@ -2100,7 +2100,7 @@ export class ThinEngine {
      * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
      * @param verticesStart defines the index of first vertex to draw
      * @param verticesCount defines the count of vertices to draw
-     * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
+     * @param instancesCount defines the number of instances to draw (if instantiation is enabled)
      */
     public drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void {
         this.drawArraysType(useTriangles ? Constants.MATERIAL_TriangleFillMode : Constants.MATERIAL_WireFrameFillMode, verticesStart, verticesCount, instancesCount);
@@ -2111,7 +2111,7 @@ export class ThinEngine {
      * @param fillMode defines the primitive to use
      * @param indexStart defines the starting index
      * @param indexCount defines the number of index to draw
-     * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
+     * @param instancesCount defines the number of instances to draw (if instantiation is enabled)
      */
     public drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void {
         // Apply states
@@ -2136,7 +2136,7 @@ export class ThinEngine {
      * @param fillMode defines the primitive to use
      * @param verticesStart defines the index of first vertex to draw
      * @param verticesCount defines the count of vertices to draw
-     * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
+     * @param instancesCount defines the number of instances to draw (if instantiation is enabled)
      */
     public drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void {
         // Apply states
@@ -2212,7 +2212,7 @@ export class ThinEngine {
      * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
      * @param samplers defines an array of string used to represent textures
      * @param defines defines the string containing the defines to use to compile the shaders
-     * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
+     * @param fallbacks defines the list of potential fallbacks to use if shader compilation fails
      * @param onCompiled defines a function to call when the effect creation is successful
      * @param onError defines a function to call when the effect creation has failed
      * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
@@ -2493,7 +2493,7 @@ export class ThinEngine {
     }
 
     /**
-     * Activates an effect, mkaing it the current one (ie. the one used for rendering)
+     * Activates an effect, making it the current one (ie. the one used for rendering)
      * @param effect defines the effect to activate
      */
     public enableEffect(effect: Nullable<Effect>): void {
@@ -2754,7 +2754,7 @@ export class ThinEngine {
      * Set the value of an uniform to a number (float)
      * @param uniform defines the webGL uniform location where to store the value
      * @param value defines the float number to store
-     * @returns true if the value was transfered
+     * @returns true if the value was transferred
      */
     public setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): boolean {
         if (!uniform) {
@@ -4558,14 +4558,14 @@ export class ThinEngine {
     private static _HasMajorPerformanceCaveat : Nullable<boolean> = null;
 
     /**
-     * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
+     * Gets a boolean indicating if the engine can be instantiated (ie. if a webGL context can be found)
      */
     public static get IsSupported(): boolean {
         return this.isSupported(); // Backward compat
     }
 
     /**
-     * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
+     * Gets a boolean indicating if the engine can be instantiated (ie. if a webGL context can be found)
      * @returns true if the engine can be created
      * @ignorenaming
      */
@@ -4589,7 +4589,7 @@ export class ThinEngine {
     }
 
     /**
-     * Gets a boolean indicating if the engine can be instanciated on a performant device (ie. if a webGL context can be found and it does not use a slow implementation)
+     * Gets a boolean indicating if the engine can be instantiated on a performant device (ie. if a webGL context can be found and it does not use a slow implementation)
      */
     public static get HasMajorPerformanceCaveat(): boolean {
         if (this._HasMajorPerformanceCaveat === null) {

+ 11 - 11
src/Engines/webgpuEngine.ts

@@ -55,7 +55,7 @@ function assert(condition: any, msg?: string): asserts condition {
  */
 export interface GlslangOptions {
     /**
-     * Defines an existing instance of Glslang (usefull in modules who do not access the global instance).
+     * Defines an existing instance of Glslang (useful in modules who do not access the global instance).
      */
     glslang?: any;
     /**
@@ -119,17 +119,17 @@ export interface WebGPUEngineOptions extends GPURequestAdapterOptions {
     swapChainFormat?: GPUTextureFormat;
 
     /**
-     * Defines wether MSAA is enabled on the canvas.
+     * Defines whether MSAA is enabled on the canvas.
      */
     antialiasing?: boolean;
 
     /**
-     * Defines wether the stencil buffer should be enabled.
+     * Defines whether the stencil buffer should be enabled.
      */
     stencil?: boolean;
 
     /**
-     * Defines wether we should generate debug markers in the gpu command lists (can be seen with PIX for eg)
+     * Defines whether we should generate debug markers in the gpu command lists (can be seen with PIX for eg)
      */
     enableGPUDebugMarkers?: boolean;
 
@@ -259,7 +259,7 @@ export class WebGPUEngine extends Engine {
     }
 
     /**
-     * Gets a boolean indicating if the engine can be instanciated (ie. if a WebGPU context can be found)
+     * Gets a boolean indicating if the engine can be instantiated (ie. if a WebGPU context can be found)
      * @returns true if the engine can be created
      */
     public static get IsSupported(): boolean {
@@ -1144,7 +1144,7 @@ export class WebGPUEngine extends Engine {
      * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
      * @param samplers defines an array of string used to represent textures
      * @param defines defines the string containing the defines to use to compile the shaders
-     * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
+     * @param fallbacks defines the list of potential fallbacks to use if shader compilation fails
      * @param onCompiled defines a function to call when the effect creation is successful
      * @param onError defines a function to call when the effect creation has failed
      * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
@@ -2179,7 +2179,7 @@ export class WebGPUEngine extends Engine {
 
     /**
      * Update a raw cube texture
-     * @param texture defines the texture to udpdate
+     * @param texture defines the texture to update
      * @param bufferView defines the data to store
      * @param format defines the data format
      * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
@@ -2657,7 +2657,7 @@ export class WebGPUEngine extends Engine {
         samples = Math.min(samples, this.getCaps().maxMSAASamples);
 
         // Note that the last texture of textures is the depth texture (if the depth texture has been generated by the MRT class) and so the MSAA texture
-        // will be recreated for this texture too. As a consequence, there's no need to explicitely recreate the MSAA texture for textures[0]._depthStencilTexture
+        // will be recreated for this texture too. As a consequence, there's no need to explicitly recreate the MSAA texture for textures[0]._depthStencilTexture
         for (let i = 0; i < textures.length; ++i) {
             const texture = textures[i];
             this._textureHelper.createMSAATexture(texture, samples);
@@ -3141,7 +3141,7 @@ export class WebGPUEngine extends Engine {
      */
     public unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps = false, onBeforeUnbind?: () => void): void {
         // TODO WEBGPU remove the assert debugging code
-        assert(this._currentRenderTarget === null || (this._currentRenderTarget !== null && texture === this._currentRenderTarget), "unBindFramebuffer - the texture we wan't to unbind is not the same than the currentRenderTarget! texture=" + texture + ", this._currentRenderTarget=" + this._currentRenderTarget);
+        assert(this._currentRenderTarget === null || (this._currentRenderTarget !== null && texture === this._currentRenderTarget), "unBindFramebuffer - the texture we want to unbind is not the same than the currentRenderTarget! texture=" + texture + ", this._currentRenderTarget=" + this._currentRenderTarget);
 
         if (onBeforeUnbind) {
             onBeforeUnbind();
@@ -3661,7 +3661,7 @@ export class WebGPUEngine extends Engine {
      * @param fillMode defines the primitive to use
      * @param indexStart defines the starting index
      * @param indexCount defines the number of index to draw
-     * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
+     * @param instancesCount defines the number of instances to draw (if instantiation is enabled)
      */
     public drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount: number = 1): void {
         const renderPass = this._bundleEncoder || this._getCurrentRenderPass();
@@ -3677,7 +3677,7 @@ export class WebGPUEngine extends Engine {
      * @param fillMode defines the primitive to use
      * @param verticesStart defines the index of first vertex to draw
      * @param verticesCount defines the count of vertices to draw
-     * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
+     * @param instancesCount defines the number of instances to draw (if instantiation is enabled)
      */
     public drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount: number = 1): void {
         const renderPass = this._bundleEncoder || this._getCurrentRenderPass();