diff --git a/dlls/kernel/tests/module.c b/dlls/kernel/tests/module.c index 3fdac84157c..85dabaed753 100644 --- a/dlls/kernel/tests/module.c +++ b/dlls/kernel/tests/module.c @@ -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"); diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 73cc587b10a..5e930aff61d 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -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; diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index 64eaa349dcd..d242119c682 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -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"); diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 71759257911..5a161c436e1 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -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 */