Module: wine Branch: master Commit: ce4d03318b71c3ec2b350d0f58eb185af64a1e6f URL: http://source.winehq.org/git/wine.git/?a=commit;h=ce4d03318b71c3ec2b350d0f58...
Author: Henri Verbeet hverbeet@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