diff --git a/articles/tutorials/building_2d_games/07_optimizing_texture_rendering/index.md b/articles/tutorials/building_2d_games/07_optimizing_texture_rendering/index.md index 25558dcf..d2d011c9 100644 --- a/articles/tutorials/building_2d_games/07_optimizing_texture_rendering/index.md +++ b/articles/tutorials/building_2d_games/07_optimizing_texture_rendering/index.md @@ -20,7 +20,7 @@ Every time the [**SpriteBatch.Draw**](xref:Microsoft.Xna.Framework.Graphics.Spri > [!NOTE] > A texture swap occurs when the GPU needs to switch between different textures during rendering. While each individual swap may seem trivial, the cumulative effect in a complex game can significantly impact performance. -For example, here is are the simplified draw call for an example Pong game: +For example, here are the simplified draw calls for an example Pong game: [!code-csharp[](./snippets/pong_example.cs)]