diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index 34c3f061a94..9d98c79ce51 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -1472,7 +1472,7 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT"; else mod = ""; - /* Fragment samplers always have indentity mapping */ + /* Fragment samplers always have identity mapping */ if(sampler_idx >= WINED3D_MAX_FRAGMENT_SAMPLERS) { sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - WINED3D_MAX_FRAGMENT_SAMPLERS]; diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index c5d2eeaa477..95769014af6 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -4487,7 +4487,7 @@ static void wined3d_context_gl_draw_primitive_arrays(struct wined3d_context_gl * * this for now. * * Shouldn't be too hard to support with OpenGL, in theory just call - * glDrawArrays() instead of drawElements(). But the stream fequency value + * glDrawArrays() instead of drawElements(). But the stream frequency value * has a different meaning in that situation. */ if (!idx_size) { diff --git a/dlls/wined3d/vertexdeclaration.c b/dlls/wined3d/vertexdeclaration.c index 81032745a06..c5df45541e4 100644 --- a/dlls/wined3d/vertexdeclaration.c +++ b/dlls/wined3d/vertexdeclaration.c @@ -216,7 +216,7 @@ static HRESULT vertexdeclaration_init(struct wined3d_vertex_declaration *declara declaration->position_transformed = TRUE; /* Find the streams used in the declaration. The vertex buffers have - * to be loaded when drawing, but filter tesselation pseudo streams. */ + * to be loaded when drawing, but filter tessellation pseudo streams. */ if (e->input_slot >= WINED3D_MAX_STREAMS) continue; diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 60ddf74a0ec..b73d5c7fecf 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -3132,7 +3132,7 @@ struct wined3d_state struct wined3d_vertex_declaration *vertex_declaration; struct wined3d_stream_output stream_output[WINED3D_MAX_STREAM_OUTPUT_BUFFERS]; - struct wined3d_stream_state streams[WINED3D_MAX_STREAMS + 1 /* tesselated pseudo-stream */]; + struct wined3d_stream_state streams[WINED3D_MAX_STREAMS + 1 /* tessellated pseudo-stream */]; struct wined3d_buffer *index_buffer; enum wined3d_format_id index_format; unsigned int index_offset;