Commit bd19d67a authored by Francois Gouget's avatar Francois Gouget Committed by Alexandre Julliard

Assorted spelling fixes.

parent 6cb230dd
...@@ -99,7 +99,7 @@ static void testLoadLibraryA_Wrong(void) ...@@ -99,7 +99,7 @@ static void testLoadLibraryA_Wrong(void)
{ {
HMODULE hModule; HMODULE hModule;
/* Try to load a non-existing dll */ /* Try to load a nonexistent dll */
SetLastError(0xdeadbeef); SetLastError(0xdeadbeef);
hModule = LoadLibraryA("non_ex_pv.dll"); hModule = LoadLibraryA("non_ex_pv.dll");
ok( !hModule, "non_ex_pv.dll should be not loadable\n"); ok( !hModule, "non_ex_pv.dll should be not loadable\n");
......
...@@ -4928,7 +4928,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3 ...@@ -4928,7 +4928,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3
} else { } 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 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 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 pow2Width/height are set to surface width height, repacking isn't needed so it
...@@ -5460,21 +5460,21 @@ HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface, ...@@ -5460,21 +5460,21 @@ HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
else if (pbuffer_support == TRUE && cfgs != NULL /* && some test to make sure that opengl supports pbuffers */) { 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 * This is a quickly hacked out implementation of offscreen textures.
* it will work in most cases but there may be problems if the client * 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 * modifies the texture directly, or expects the contents of the rendertarget
* to be persistant. * 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 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 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, * 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 * but if this means reusing the display backbuffer then we need to make sure that
* states are correctly preserved. * states are correctly preserved.
* In many cases I would expect that we can 'skip' some functions, such as preserving states, * 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 * 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; XVisualInfo *visinfo;
......
...@@ -914,7 +914,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) { ...@@ -914,7 +914,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
} }
} else { } 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) { if (This->nonpow2 == TRUE) {
TRACE("non power of two support\n"); TRACE("non power of two support\n");
......
...@@ -223,8 +223,8 @@ long globalChangeGlRam(long glram); ...@@ -223,8 +223,8 @@ long globalChangeGlRam(long glram);
/* Memory and object tracking */ /* Memory and object tracking */
/*Structure for holding information on all direct3d objects /*Structure for holding information on all direct3d objects
usefull for making sure tracking is ok and when release is called on a device! useful for making sure tracking is ok and when release is called on a device!
and probably quite handy for debuggin and dumping states out and probably quite handy for debugging and dumping states out
*/ */
typedef struct WineD3DGlobalStatistics { typedef struct WineD3DGlobalStatistics {
int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */ int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
......
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