Henri Verbeet : wined3d: Fix some spelling errors.

Alexandre Julliard julliard at winehq.org
Tue Dec 9 06:24:57 CST 2008


Module: wine
Branch: master
Commit: ce4d03318b71c3ec2b350d0f58eb185af64a1e6f
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=ce4d03318b71c3ec2b350d0f58eb185af64a1e6f

Author: Henri Verbeet <hverbeet at 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




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