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authorSergio Ahumada <sergio.ahumada@nokia.com>2010-11-09 11:59:11 (GMT)
committerSergio Ahumada <sergio.ahumada@nokia.com>2010-11-09 11:59:11 (GMT)
commit3df77bed668febf207591b88bebd73e4a17c8f23 (patch)
tree11a1d23e99d49830eeef3632254ac51e1bb0822a /src/opengl/gl2paintengineex
parent55911952c7b195e36614372d084c473202ab1c44 (diff)
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Doc: Fixing typo
Diffstat (limited to 'src/opengl/gl2paintengineex')
-rw-r--r--src/opengl/gl2paintengineex/qglengineshadermanager_p.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadermanager_p.h b/src/opengl/gl2paintengineex/qglengineshadermanager_p.h
index 92cf108..536b44a 100644
--- a/src/opengl/gl2paintengineex/qglengineshadermanager_p.h
+++ b/src/opengl/gl2paintengineex/qglengineshadermanager_p.h
@@ -72,7 +72,7 @@
The position shaders for brushes look scary. This is because many of the
calculations which logically belong in the fragment shader have been moved
into the vertex shader to improve performance. This is why the position
- calculation is in a seperate shader. Not only does it calculate the
+ calculation is in a separate shader. Not only does it calculate the
position, but it also calculates some data to be passed to the fragment
shader as a varying. It is optimal to move as much of the calculation as
possible into the vertex shader as this is executed less often.