Assorted spelling fixes.

This commit is contained in:
Francois Gouget 2005-07-22 09:06:03 +00:00 committed by Alexandre Julliard
parent 6cb230dd20
commit bd19d67ad1
4 changed files with 12 additions and 12 deletions

View File

@ -99,7 +99,7 @@ static void testLoadLibraryA_Wrong(void)
{
HMODULE hModule;
/* Try to load a non-existing dll */
/* Try to load a nonexistent dll */
SetLastError(0xdeadbeef);
hModule = LoadLibraryA("non_ex_pv.dll");
ok( !hModule, "non_ex_pv.dll should be not loadable\n");

View File

@ -4928,7 +4928,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3
} else {
/* some applications can not handle odd pitches returned by soft non-power2, so we have
/* some applications cannot handle odd pitches returned by soft non-power2, so we have
to repack the data from pow2Width/Height to expected Width,Height, this makes the
data returned by GetData non-power2 width/height with hardware non-power2
pow2Width/height are set to surface width height, repacking isn't needed so it
@ -5460,21 +5460,21 @@ HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
else if (pbuffer_support == TRUE && cfgs != NULL /* && some test to make sure that opengl supports pbuffers */) {
/** ********************************************************************
* This is a quickley hacked out implementation of offscreen textures
* it will work in most cases but there may be problems if the client
* modifies the textre directly, or expects the contenst of the rendertarget
* to be persistant.
* This is a quickly hacked out implementation of offscreen textures.
* It will work in most cases but there may be problems if the client
* modifies the texture directly, or expects the contents of the rendertarget
* to be persistent.
*
* There are some real speed vs compatability issues here:
* There are some real speed vs compatibility issues here:
* we should really use a new context for every texture, but that eats ram.
* we should also be restoring the texture to the pbuffer but that eats CPU
* we can also 'reuse' the current pbuffer if the size is larger than the requested buffer,
* but if this means reusing the display backbuffer then we need to make sure that
* states are correctly preserved.
* In many cases I would expect that we can 'skip' some functions, such as preserving states,
* and gain a good performance increase at the cost of compatability.
* and gain a good performance increase at the cost of compatibility.
* I would suggest that, when this is the case, a user configurable flag be made
* available, alowing the user to choose the best emmulated experiance for them.
* available, allowing the user to choose the best emmulated experience for them.
*********************************************************************/
XVisualInfo *visinfo;

View File

@ -914,7 +914,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
}
} else {
/* TODO: possibly use texture recrangle (though we probably more compatable without it) */
/* TODO: possibly use texture rectangle (though we are probably more compatible without it) */
if (This->nonpow2 == TRUE) {
TRACE("non power of two support\n");

View File

@ -223,8 +223,8 @@ long globalChangeGlRam(long glram);
/* Memory and object tracking */
/*Structure for holding information on all direct3d objects
usefull for making sure tracking is ok and when release is called on a device!
and probably quite handy for debuggin and dumping states out
useful for making sure tracking is ok and when release is called on a device!
and probably quite handy for debugging and dumping states out
*/
typedef struct WineD3DGlobalStatistics {
int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */