Tobias Jakobi : wined3d: Fix some typos.

Alexandre Julliard julliard at winehq.org
Tue Oct 21 07:07:01 CDT 2008


Module: wine
Branch: master
Commit: e79d89ff408ce790055bee5b2e95f1215316cb76
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=e79d89ff408ce790055bee5b2e95f1215316cb76

Author: Tobias Jakobi <tjakobi at ada20.math.uni-bielefeld.de>
Date:   Mon Oct 20 17:56:58 2008 +0200

wined3d: Fix some typos.

---

 dlls/wined3d/glsl_shader.c |    4 ++--
 dlls/wined3d/state.c       |    4 ++--
 2 files changed, 4 insertions(+), 4 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 65ec578..61a38c5 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -2564,7 +2564,7 @@ static void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg) {
 }
 
 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL 
- * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
+ * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
 static void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) {
 
     IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
@@ -2598,7 +2598,7 @@ static void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) {
 }
 
 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL 
- * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
+ * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
 static void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
 
     IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 5d8bfc7..1a99d40 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -3434,7 +3434,7 @@ static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, W
      * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
      * scaling is reapplied or removed, the texture matrix has to be reapplied
      *
-     * The mapped stage is alrady active because the sampler() function below, which is part of the
+     * The mapped stage is already active because the sampler() function below, which is part of the
      * misc pipeline
      */
     if(sampler < MAX_TEXTURES) {
@@ -3681,7 +3681,7 @@ static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, W
     }
 
     /* GL_MODELVIEW0_ARB:  0x1700
-     * GL_MODELVIEW1_ARB:  0x0x850a
+     * GL_MODELVIEW1_ARB:  0x850a
      * GL_MODELVIEW2_ARB:  0x8722
      * GL_MODELVIEW3_ARB:  0x8723
      * etc




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