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authorLinus Groh <mail@linusgroh.de>2021-05-17 17:48:55 +0100
committerLinus Groh <mail@linusgroh.de>2021-05-17 17:48:55 +0100
commit0aab7743436424170d3d3d421e85e7f066d351e9 (patch)
treefc6bbe146b92a0194978d5cb25095a6018dd660a /Userland/Libraries/LibGL
parentbebbeda7262d9139ac249387672e567fe3d3791f (diff)
downloadserenity-0aab7743436424170d3d3d421e85e7f066d351e9.zip
Everywhere: Fix a bunch of typos
Diffstat (limited to 'Userland/Libraries/LibGL')
-rw-r--r--Userland/Libraries/LibGL/SoftwareGLContext.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/Userland/Libraries/LibGL/SoftwareGLContext.cpp b/Userland/Libraries/LibGL/SoftwareGLContext.cpp
index 365d5df6dd..8e65c9f70e 100644
--- a/Userland/Libraries/LibGL/SoftwareGLContext.cpp
+++ b/Userland/Libraries/LibGL/SoftwareGLContext.cpp
@@ -127,7 +127,7 @@ void SoftwareGLContext::gl_end()
// 2. Transform all of the vertices from eye space into clip space by multiplying by the projection matrix
// 3. If culling is enabled, we cull the desired faces (https://learnopengl.com/Advanced-OpenGL/Face-culling)
// 4. Each element of the vertex is then divided by w to bring the positions into NDC (Normalized Device Coordinates)
- // 5. The vertices are sorted (for the rasteriser, how are we doing this? 3Dfx did this top to bottom in terms of vertex y co-ordinates)
+ // 5. The vertices are sorted (for the rasteriser, how are we doing this? 3Dfx did this top to bottom in terms of vertex y coordinates)
// 6. The vertices are then sent off to the rasteriser and drawn to the screen
float scr_width = m_frontbuffer->width();