Fix typos

Found via `codespell -q 3 -S ./deps -L fo,numer,te,uint,wille`

(cherry picked from commit 7105ff2dfd)
This commit is contained in:
luz.paz
2019-08-12 06:52:31 -04:00
committed by Camilla Löwy
parent a1b65e8542
commit 13a4e4e810
8 changed files with 17 additions and 17 deletions

View File

@@ -444,7 +444,7 @@ static void draw_particles(GLFWwindow* window, double t, float dt)
}
// Set up vertex arrays. We use interleaved arrays, which is easier to
// handle (in most situations) and it gives a linear memeory access
// handle (in most situations) and it gives a linear memory access
// access pattern (which may give better performance in some
// situations). GL_T2F_C4UB_V3F means: 2 floats for texture coords,
// 4 ubytes for color and 3 floats for vertex coord (in that order).
@@ -654,7 +654,7 @@ static void draw_fountain(void)
//========================================================================
// Recursive function for building variable tesselated floor
// Recursive function for building variable tessellated floor
//========================================================================
static void tessellate_floor(float x1, float y1, float x2, float y2, int depth)
@@ -721,7 +721,7 @@ static void draw_floor(void)
glMaterialfv(GL_FRONT, GL_SPECULAR, floor_specular);
glMaterialf(GL_FRONT, GL_SHININESS, floor_shininess);
// Draw floor as a bunch of triangle strips (high tesselation
// Draw floor as a bunch of triangle strips (high tessellation
// improves lighting)
glNormal3f(0.f, 0.f, 1.f);
glBegin(GL_QUADS);

View File

@@ -3,7 +3,7 @@
//
// The program uses a "split window" view, rendering four views of the
// same scene in one window (e.g. uesful for 3D modelling software). This
// demo uses scissors to separete the four different rendering areas from
// demo uses scissors to separate the four different rendering areas from
// each other.
//
// (If the code seems a little bit strange here and there, it may be