Commit a4fabd28 authored by Nikolay Sivov's avatar Nikolay Sivov Committed by Alexandre Julliard

ddraw: Fix its vs it's typos.

parent 7de025c9
......@@ -180,7 +180,7 @@ struct ddraw_surface
*/
#define MAX_COMPLEX_ATTACHED 6
struct ddraw_surface *complex_array[MAX_COMPLEX_ATTACHED];
/* You can't traverse the tree upwards. Only a flag for Surface::Release because its needed there,
/* You can't traverse the tree upwards. Only a flag for Surface::Release because it's needed there,
* but no pointer to prevent temptations to traverse it in the wrong direction.
*/
BOOL is_complex_root;
......
......@@ -772,7 +772,7 @@ HRESULT WINAPI DllUnregisterServer(void)
*
* Params:
* surf: The enumerated surface
* desc: it's description
* desc: its description
* context: Pointer to the ddraw impl
*
* Returns:
......
......@@ -415,7 +415,7 @@ static void StateTest( void )
{
HRESULT rc;
/* The msdn says its undocumented, does it return an error too? */
/* The msdn says it's undocumented, does it return an error too? */
rc = IDirect3DDevice7_SetRenderState(lpD3DDevice, D3DRENDERSTATE_ZVISIBLE, TRUE);
ok(rc == D3D_OK, "IDirect3DDevice7_SetRenderState(D3DRENDERSTATE_ZVISIBLE, TRUE) returned %08x\n", rc);
rc = IDirect3DDevice7_SetRenderState(lpD3DDevice, D3DRENDERSTATE_ZVISIBLE, FALSE);
......
......@@ -480,7 +480,7 @@ static HRESULT WINAPI d3d_viewport_TransformVertices(IDirect3DViewport3 *iface,
}
/* According to the d3d test, the offscreen flag is set only
* if exactly one vertex is transformed. Its not documented,
* if exactly one vertex is transformed. It's not documented,
* but the test shows that the lpOffscreen flag is set to the
* flag combination of clipping planes that clips the vertex.
*
......@@ -580,7 +580,7 @@ static HRESULT WINAPI d3d_viewport_GetBackground(IDirect3DViewport3 *iface,
/*****************************************************************************
* IDirect3DViewport3::SetBackgroundDepth
*
* Sets a surface that represents the background depth. It's contents are
* Sets a surface that represents the background depth. Its contents are
* used to set the depth buffer in IDirect3DViewport3::Clear
*
* Params:
......
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