Assorted spelling fixes

Francois Gouget fgouget at free.fr
Thu Jul 21 11:12:21 CDT 2005


Changelog:

  * dlls/kernel/tests/module.c
    dlls/wined3d/device.c
    dlls/wined3d/surface.c
    dlls/wined3d/wined3d_private.h

    Francois Gouget <fgouget at free.fr>
    Assorted spelling fixes


-- 
Francois Gouget         fgouget at free.fr        http://fgouget.free.fr/
In theory, theory and practice are the same, but in practice they're different.
-------------- next part --------------
Index: dlls/kernel/tests/module.c
===================================================================
RCS file: /var/cvs/wine/dlls/kernel/tests/module.c,v
retrieving revision 1.3
diff -u -p -r1.3 module.c
--- dlls/kernel/tests/module.c	11 Jul 2005 18:40:10 -0000	1.3
+++ dlls/kernel/tests/module.c	21 Jul 2005 10:52:32 -0000
@@ -99,7 +99,7 @@ static void testLoadLibraryA_Wrong(void)
 {
     HMODULE hModule;
 
-    /* Try to load a non-existing dll */
+    /* Try to load a nonexistent dll */
     SetLastError(0xdeadbeef);
     hModule = LoadLibraryA("non_ex_pv.dll");
     ok( !hModule, "non_ex_pv.dll should be not loadable\n");
Index: dlls/wined3d/device.c
===================================================================
RCS file: /var/cvs/wine/dlls/wined3d/device.c,v
retrieving revision 1.52
diff -u -p -r1.52 device.c
--- dlls/wined3d/device.c	19 Jul 2005 11:39:24 -0000	1.52
+++ dlls/wined3d/device.c	20 Jul 2005 22:40:02 -0000
@@ -4928,7 +4928,7 @@ HRESULT  WINAPI  IWineD3DDeviceImpl_Upda
 
 
         } else {
-            /* some applications can not handle odd pitches returned by soft non-power2, so we have
+            /* some applications cannot handle odd pitches returned by soft non-power2, so we have
                to repack the data from pow2Width/Height to expected Width,Height, this makes the
                data returned by GetData non-power2 width/height with hardware non-power2
                pow2Width/height are set to surface width height, repacking isn't needed so it
@@ -5460,21 +5460,21 @@ HRESULT WINAPI IWineD3DDeviceImpl_Active
     else if (pbuffer_support == TRUE && cfgs != NULL /* && some test to make sure that opengl supports pbuffers */) {
 
         /** ********************************************************************
-        * This is a quickley hacked out implementation of offscreen textures
-        * it will work in most cases but there may be problems if the client
-        * modifies the textre directly, or expects the contenst of the rendertarget
-        * to be persistant.
+        * This is a quickly hacked out implementation of offscreen textures.
+        * It will work in most cases but there may be problems if the client
+        * modifies the texture directly, or expects the contents of the rendertarget
+        * to be persistent.
         *
-        * There are some real speed vs compatability issues here:
+        * There are some real speed vs compatibility issues here:
         *    we should really use a new context for every texture, but that eats ram.
         *    we should also be restoring the texture to the pbuffer but that eats CPU
         *    we can also 'reuse' the current pbuffer if the size is larger than the requested buffer,
         *    but if this means reusing the display backbuffer then we need to make sure that
         *    states are correctly preserved.
         * In many cases I would expect that we can 'skip' some functions, such as preserving states,
-        * and gain a good performance increase at the cost of compatability.
+        * and gain a good performance increase at the cost of compatibility.
         * I would suggest that, when this is the case, a user configurable flag be made
-        * available, alowing the user to choose the best emmulated experiance for them.
+        * available, allowing the user to choose the best emmulated experience for them.
          *********************************************************************/
 
         XVisualInfo *visinfo;
Index: dlls/wined3d/surface.c
===================================================================
RCS file: /var/cvs/wine/dlls/wined3d/surface.c,v
retrieving revision 1.17
diff -u -p -r1.17 surface.c
--- dlls/wined3d/surface.c	13 Jul 2005 14:15:54 -0000	1.17
+++ dlls/wined3d/surface.c	14 Jul 2005 04:45:57 -0000
@@ -914,7 +914,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LoadT
         }
     } else {
 
-       /* TODO: possibly use texture recrangle (though we probably more compatable without it) */
+       /* TODO: possibly use texture rectangle (though we are probably more compatible without it) */
         if (This->nonpow2 == TRUE) {
 
             TRACE("non power of two support\n");
Index: dlls/wined3d/wined3d_private.h
===================================================================
RCS file: /var/cvs/wine/dlls/wined3d/wined3d_private.h,v
retrieving revision 1.41
diff -u -p -r1.41 wined3d_private.h
--- dlls/wined3d/wined3d_private.h	19 Jul 2005 11:39:24 -0000	1.41
+++ dlls/wined3d/wined3d_private.h	20 Jul 2005 20:28:14 -0000
@@ -223,8 +223,8 @@ long globalChangeGlRam(long glram);
 /* Memory and object tracking */
 
 /*Structure for holding information on all direct3d objects
-usefull for making sure tracking is ok and when release is called on a device!
-and probably quite handy for debuggin and dumping states out
+useful for making sure tracking is ok and when release is called on a device!
+and probably quite handy for debugging and dumping states out
 */
 typedef struct WineD3DGlobalStatistics {
     int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */


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