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author | Linus Groh <mail@linusgroh.de> | 2021-05-17 17:48:55 +0100 |
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committer | Linus Groh <mail@linusgroh.de> | 2021-05-17 17:48:55 +0100 |
commit | 0aab7743436424170d3d3d421e85e7f066d351e9 (patch) | |
tree | fc6bbe146b92a0194978d5cb25095a6018dd660a /Userland/Libraries/LibGL | |
parent | bebbeda7262d9139ac249387672e567fe3d3791f (diff) | |
download | serenity-0aab7743436424170d3d3d421e85e7f066d351e9.zip |
Everywhere: Fix a bunch of typos
Diffstat (limited to 'Userland/Libraries/LibGL')
-rw-r--r-- | Userland/Libraries/LibGL/SoftwareGLContext.cpp | 2 |
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(); |