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Fix typos
Found via `codespell -q 3 -S ./deps -L fo,numer,te,uint,wille`
(cherry picked from commit 7105ff2dfd)
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@@ -444,7 +444,7 @@ static void draw_particles(GLFWwindow* window, double t, float dt)
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}
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// Set up vertex arrays. We use interleaved arrays, which is easier to
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// handle (in most situations) and it gives a linear memeory access
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// handle (in most situations) and it gives a linear memory access
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// access pattern (which may give better performance in some
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// situations). GL_T2F_C4UB_V3F means: 2 floats for texture coords,
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// 4 ubytes for color and 3 floats for vertex coord (in that order).
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@@ -654,7 +654,7 @@ static void draw_fountain(void)
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//========================================================================
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// Recursive function for building variable tesselated floor
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// Recursive function for building variable tessellated floor
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//========================================================================
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static void tessellate_floor(float x1, float y1, float x2, float y2, int depth)
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@@ -721,7 +721,7 @@ static void draw_floor(void)
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glMaterialfv(GL_FRONT, GL_SPECULAR, floor_specular);
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glMaterialf(GL_FRONT, GL_SHININESS, floor_shininess);
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// Draw floor as a bunch of triangle strips (high tesselation
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// Draw floor as a bunch of triangle strips (high tessellation
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// improves lighting)
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glNormal3f(0.f, 0.f, 1.f);
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glBegin(GL_QUADS);
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@@ -3,7 +3,7 @@
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//
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// The program uses a "split window" view, rendering four views of the
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// same scene in one window (e.g. uesful for 3D modelling software). This
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// demo uses scissors to separete the four different rendering areas from
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// demo uses scissors to separate the four different rendering areas from
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// each other.
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//
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// (If the code seems a little bit strange here and there, it may be
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