Module: wine
Branch: master
Commit: ce4d03318b71c3ec2b350d0f58eb185af64a1e6f
URL: http://source.winehq.org/git/wine.git/?a=commit;h=ce4d03318b71c3ec2b350d0f5…
Author: Henri Verbeet <hverbeet(a)codeweavers.com>
Date: Tue Dec 9 09:52:39 2008 +0100
wined3d: Fix some spelling errors.
---
dlls/wined3d/arb_program_shader.c | 4 ++--
dlls/wined3d/vertexbuffer.c | 2 +-
2 files changed, 3 insertions(+), 3 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 3faa17c..5eb8539 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -3402,7 +3402,7 @@ static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance
shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
} else {
- /* Reading from texture_rectangles is pretty streightforward, just use the unmodified
+ /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
* texture coordinate. It is still a good idea to clamp it though, since the opengl texture
* is bigger
*/
@@ -3446,7 +3446,7 @@ static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixu
* contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
* take the format into account when generating the read swizzles
*
- * Reading the Y value is streightforward - just sample the texture. The hardware
+ * Reading the Y value is straightforward - just sample the texture. The hardware
* takes care of filtering in the horizontal and vertical direction.
*
* Reading the U and V values is harder. We have to avoid filtering horizontally,
diff --git a/dlls/wined3d/vertexbuffer.c b/dlls/wined3d/vertexbuffer.c
index 5964033..014ced6 100644
--- a/dlls/wined3d/vertexbuffer.c
+++ b/dlls/wined3d/vertexbuffer.c
@@ -328,7 +328,7 @@ static inline BOOL IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *T
* depend on the semantic as well, for example a FLOAT4 texcoord needs no conversion while a FLOAT4 positiont needs one
*/
if(use_vs(device)) {
- TRACE("vhsader\n");
+ TRACE("vshader\n");
/* If the current vertex declaration is marked for no half float conversion don't bother to
* analyse the strided streams in depth, just set them up for no conversion. Return decl changed
* if we used conversion before