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author | Sergio Ahumada <sergio.ahumada@nokia.com> | 2010-11-09 12:59:11 +0100 |
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committer | Sergio Ahumada <sergio.ahumada@nokia.com> | 2010-11-09 12:59:11 +0100 |
commit | 3df77bed668febf207591b88bebd73e4a17c8f23 (patch) | |
tree | 11a1d23e99d49830eeef3632254ac51e1bb0822a /src/opengl | |
parent | 55911952c7b195e36614372d084c473202ab1c44 (diff) | |
download | qt4-tools-3df77bed668febf207591b88bebd73e4a17c8f23.tar.gz |
Doc: Fixing typo
Diffstat (limited to 'src/opengl')
-rw-r--r-- | src/opengl/gl2paintengineex/qglengineshadermanager_p.h | 2 | ||||
-rw-r--r-- | src/opengl/qgl_egl.cpp | 2 | ||||
-rw-r--r-- | src/opengl/qgl_x11egl.cpp | 2 | ||||
-rw-r--r-- | src/opengl/qpixmapdata_x11gl_egl.cpp | 4 |
4 files changed, 5 insertions, 5 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadermanager_p.h b/src/opengl/gl2paintengineex/qglengineshadermanager_p.h index 92cf1085f9..536b44a7a6 100644 --- a/src/opengl/gl2paintengineex/qglengineshadermanager_p.h +++ b/src/opengl/gl2paintengineex/qglengineshadermanager_p.h @@ -72,7 +72,7 @@ The position shaders for brushes look scary. This is because many of the calculations which logically belong in the fragment shader have been moved into the vertex shader to improve performance. This is why the position - calculation is in a seperate shader. Not only does it calculate the + calculation is in a separate shader. Not only does it calculate the position, but it also calculates some data to be passed to the fragment shader as a varying. It is optimal to move as much of the calculation as possible into the vertex shader as this is executed less often. diff --git a/src/opengl/qgl_egl.cpp b/src/opengl/qgl_egl.cpp index 27f7ad9a41..8902099cf2 100644 --- a/src/opengl/qgl_egl.cpp +++ b/src/opengl/qgl_egl.cpp @@ -88,7 +88,7 @@ void qt_eglproperties_set_glformat(QEglProperties& eglProperties, const QGLForma // put in the list before 32-bit configs. So, to make sure 16-bit is preffered over 32-bit, // we must set the red/green/blue sizes to zero. This has an unfortunate consequence that // if the application sets the red/green/blue size to 5/6/5 on the QGLFormat, they will - // probably get a 32-bit config, even when there's an RGB565 config avaliable. Oh well. + // probably get a 32-bit config, even when there's an RGB565 config available. Oh well. // Now normalize the values so -1 becomes 0 redSize = redSize > 0 ? redSize : 0; diff --git a/src/opengl/qgl_x11egl.cpp b/src/opengl/qgl_x11egl.cpp index 9d28de0b02..d33ea56cf4 100644 --- a/src/opengl/qgl_x11egl.cpp +++ b/src/opengl/qgl_x11egl.cpp @@ -377,7 +377,7 @@ QGLTexture *QGLContextPrivate::bindTextureFromNativePixmap(QPixmap *pixmap, cons checkedForEglImageTFP = true; // We need to be able to create an EGLImage from a native pixmap, which was split - // into a seperate EGL extension, EGL_KHR_image_pixmap. It is possible to have + // into a separate EGL extension, EGL_KHR_image_pixmap. It is possible to have // eglCreateImageKHR & eglDestroyImageKHR without support for pixmaps, so we must // check we have the EGLImage from pixmap functionality. if (QEgl::hasExtension("EGL_KHR_image") || QEgl::hasExtension("EGL_KHR_image_pixmap")) { diff --git a/src/opengl/qpixmapdata_x11gl_egl.cpp b/src/opengl/qpixmapdata_x11gl_egl.cpp index 2c11a0b441..5cbc836791 100644 --- a/src/opengl/qpixmapdata_x11gl_egl.cpp +++ b/src/opengl/qpixmapdata_x11gl_egl.cpp @@ -93,7 +93,7 @@ public: if (rgbConfig == argbConfig) argbContext = rgbContext; - // Otherwise, create a seperate context to be used for ARGB pixmaps: + // Otherwise, create a separate context to be used for ARGB pixmaps: if (!argbContext) { argbContext = new QEglContext; argbContext->setConfig(argbConfig); @@ -314,7 +314,7 @@ QPaintEngine* QX11GLPixmapData::paintEngine() const Q_ASSERT(ctx->d_func()->eglContext == 0); ctx->d_func()->eglContext = hasAlphaChannel() ? sharedContexts()->argbContext : sharedContexts()->rgbContext; - // While we use a seperate QGLContext for each pixmap, the underlying QEglContext is + // While we use a separate QGLContext for each pixmap, the underlying QEglContext is // the same. So we must use a "fake" QGLContext and fool the texture cache into thinking // each pixmap's QGLContext is sharing with this central one. The only place this is // going to fail is where we the underlying EGL RGB and ARGB contexts aren't sharing. |