Fix citra-progress-report-2017-q4.md spelling
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@ -100,7 +100,7 @@ support for older ones.
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When communicating with services, titles on a real Nintendo 3DS expect to wait some
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amount of time before the service replies or responds. Until now, Citra didn't implement
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this, it responded without incrementing the virtual clock. From the emulated system's
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perspective, it appeared as though services replied and reponded literally instantly
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perspective, it appeared as though services replied and responded literally instantly
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because of this, leading to strange side-effects.
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For example, some buildings in *Animal Crossing: New Leaf* fail to render and
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@ -183,7 +183,7 @@ wanted to use gamepads with Citra.
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This was extremely inconvenient and user-unfriendly to most, and so [muemart](https://github.com/muemart)
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took it upon themselves to finally add support for configuring gamepads within the
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configuration menu. Now, it's as simple as clicking a button, and pressing the
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corresponsing button on your controller, to set it up.
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corresponding button on your controller, to set it up.
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{{< figure src="/images/entry/citra-progress-report-2017-q4/controller.png"
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title="Citra's input configuration menu" >}}
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@ -194,7 +194,7 @@ The shader JIT in Citra is a component of the video core responsible for
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recompiling GPU shaders for the 3DS to x86 code, so that they can be run on the
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user's CPU directly.
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Shader intructions like LG2 (calculate binary logarithm) and EX2 (calculate binary
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Shader instructions like LG2 (calculate binary logarithm) and EX2 (calculate binary
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exponential) can be run potentially thousands of times per second in a typical
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Nintendo 3DS title, so it's usually very worthwhile to try to optimize these as
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best as possible.
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