Henri Verbeet : wined3d: Correct a comment.

Alexandre Julliard julliard at winehq.org
Wed Sep 10 06:01:46 CDT 2008


Module: wine
Branch: master
Commit: 4987ffff1f2951a238e67a2180d21f2c39a53243
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=4987ffff1f2951a238e67a2180d21f2c39a53243

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Wed Sep 10 11:08:40 2008 +0200

wined3d: Correct a comment.

---

 dlls/wined3d/glsl_shader.c |    2 +-
 1 files changed, 1 insertions(+), 1 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index e89dbf3..f8159fd 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -3672,7 +3672,7 @@ static void shader_glsl_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUF
      *
      * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
      * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
-     * which is the same as z = z / 2 - w.
+     * which is the same as z = z * 2 - w.
      */
     shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
 




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