diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h index 8beda6407..818ca7e7a 100644 --- a/include/SDL3/SDL_gpu.h +++ b/include/SDL3/SDL_gpu.h @@ -35,13 +35,14 @@ * can render offscreen entirely, perhaps for image processing, and not use a * window at all. * - * Next the app prepares static data (things that are created once and used + * Next, the app prepares static data (things that are created once and used * over and over). For example: * * - Shaders (programs that run on the GPU): use SDL_CreateGPUShader(). - * - Vertex buffers (arrays of geometry data) and other data rendering will - * need: use SDL_UploadToGPUBuffer(). - * - Textures (images): use SDL_UploadToGPUTexture(). + * - Vertex buffers (arrays of geometry data) and other rendering data: use + * SDL_CreateGPUBuffer() and SDL_UploadToGPUBuffer(). + * - Textures (images): use SDL_CreateGPUTexture() and + * SDL_UploadToGPUTexture(). * - Samplers (how textures should be read from): use SDL_CreateGPUSampler(). * - Render pipelines (precalculated rendering state): use * SDL_CreateGPUGraphicsPipeline()