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author | mjz19910 <matthias291999@gmail.com> | 2022-01-07 05:04:05 -0700 |
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committer | Linus Groh <mail@linusgroh.de> | 2022-01-07 15:44:42 +0100 |
commit | 10ec98dd3852369834b6367da5615ec2a21846a3 (patch) | |
tree | abbff764b730536f3595cae937f7b8ca86b44e2e /Userland/Libraries/LibSoftGPU | |
parent | 168063819d009b34d43286c0367129592809a79d (diff) | |
download | serenity-10ec98dd3852369834b6367da5615ec2a21846a3.zip |
Everywhere: Fix spelling mistakes
Diffstat (limited to 'Userland/Libraries/LibSoftGPU')
-rw-r--r-- | Userland/Libraries/LibSoftGPU/Device.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/Userland/Libraries/LibSoftGPU/Device.cpp b/Userland/Libraries/LibSoftGPU/Device.cpp index 8ed8c3c0e5..d01e0d9d7d 100644 --- a/Userland/Libraries/LibSoftGPU/Device.cpp +++ b/Userland/Libraries/LibSoftGPU/Device.cpp @@ -615,12 +615,12 @@ void Device::draw_primitives(PrimitiveType primitive_type, FloatMatrix4x4 const& // At this point, the user has effectively specified that they are done with defining the geometry // of what they want to draw. We now need to do a few things (https://www.khronos.org/opengl/wiki/Rendering_Pipeline_Overview): // - // 1. Transform all of the vertices in the current vertex list into eye space by mulitplying the model-view matrix + // 1. Transform all of the vertices in the current vertex list into eye space by multiplying the model-view matrix // 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 coordinates) - // 6. The vertices are then sent off to the rasteriser and drawn to the screen + // 5. The vertices are sorted (for the rasterizer, 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 rasterizer and drawn to the screen float scr_width = m_render_target->width(); float scr_height = m_render_target->height(); |