summaryrefslogtreecommitdiff
path: root/Userland/Libraries/LibSoftGPU
diff options
context:
space:
mode:
Diffstat (limited to 'Userland/Libraries/LibSoftGPU')
-rw-r--r--Userland/Libraries/LibSoftGPU/Device.cpp6
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();