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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
parent55911952c7b195e36614372d084c473202ab1c44 (diff)
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Doc: Fixing typo
Diffstat (limited to 'src/opengl')
-rw-r--r--src/opengl/gl2paintengineex/qglengineshadermanager_p.h2
-rw-r--r--src/opengl/qgl_egl.cpp2
-rw-r--r--src/opengl/qgl_x11egl.cpp2
-rw-r--r--src/opengl/qpixmapdata_x11gl_egl.cpp4
4 files changed, 5 insertions, 5 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.
diff --git a/src/opengl/qgl_egl.cpp b/src/opengl/qgl_egl.cpp
index 27f7ad9..8902099 100644
--- a/src/opengl/qgl_egl.cpp
+++ b/src/opengl/qgl_egl.cpp
@@ -88,7 +88,7 @@ void qt_eglproperties_set_glformat(QEglProperties& eglProperties, const QGLForma
// put in the list before 32-bit configs. So, to make sure 16-bit is preffered over 32-bit,
// we must set the red/green/blue sizes to zero. This has an unfortunate consequence that
// if the application sets the red/green/blue size to 5/6/5 on the QGLFormat, they will
- // probably get a 32-bit config, even when there's an RGB565 config avaliable. Oh well.
+ // probably get a 32-bit config, even when there's an RGB565 config available. Oh well.
// Now normalize the values so -1 becomes 0
redSize = redSize > 0 ? redSize : 0;
diff --git a/src/opengl/qgl_x11egl.cpp b/src/opengl/qgl_x11egl.cpp
index 9d28de0..d33ea56 100644
--- a/src/opengl/qgl_x11egl.cpp
+++ b/src/opengl/qgl_x11egl.cpp
@@ -377,7 +377,7 @@ QGLTexture *QGLContextPrivate::bindTextureFromNativePixmap(QPixmap *pixmap, cons
checkedForEglImageTFP = true;
// We need to be able to create an EGLImage from a native pixmap, which was split
- // into a seperate EGL extension, EGL_KHR_image_pixmap. It is possible to have
+ // into a separate EGL extension, EGL_KHR_image_pixmap. It is possible to have
// eglCreateImageKHR & eglDestroyImageKHR without support for pixmaps, so we must
// check we have the EGLImage from pixmap functionality.
if (QEgl::hasExtension("EGL_KHR_image") || QEgl::hasExtension("EGL_KHR_image_pixmap")) {
diff --git a/src/opengl/qpixmapdata_x11gl_egl.cpp b/src/opengl/qpixmapdata_x11gl_egl.cpp
index 2c11a0b..5cbc836 100644
--- a/src/opengl/qpixmapdata_x11gl_egl.cpp
+++ b/src/opengl/qpixmapdata_x11gl_egl.cpp
@@ -93,7 +93,7 @@ public:
if (rgbConfig == argbConfig)
argbContext = rgbContext;
- // Otherwise, create a seperate context to be used for ARGB pixmaps:
+ // Otherwise, create a separate context to be used for ARGB pixmaps:
if (!argbContext) {
argbContext = new QEglContext;
argbContext->setConfig(argbConfig);
@@ -314,7 +314,7 @@ QPaintEngine* QX11GLPixmapData::paintEngine() const
Q_ASSERT(ctx->d_func()->eglContext == 0);
ctx->d_func()->eglContext = hasAlphaChannel() ? sharedContexts()->argbContext : sharedContexts()->rgbContext;
- // While we use a seperate QGLContext for each pixmap, the underlying QEglContext is
+ // While we use a separate QGLContext for each pixmap, the underlying QEglContext is
// the same. So we must use a "fake" QGLContext and fool the texture cache into thinking
// each pixmap's QGLContext is sharing with this central one. The only place this is
// going to fail is where we the underlying EGL RGB and ARGB contexts aren't sharing.