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author | Rémi Verschelde <rverschelde@gmail.com> | 2022-12-15 12:24:08 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2022-12-15 12:24:08 +0100 |
commit | 346efd29e0a6ff8bd9f7d4582b431d9ec9d22869 (patch) | |
tree | 5a44f4c44b82f97c53b9bce0f1625da6e1dc3ebf /drivers/gles3/storage | |
parent | cda7df0255b56da5d37b4021582cfe901be2a06e (diff) |
Fix typos with codespell
Diffstat (limited to 'drivers/gles3/storage')
-rw-r--r-- | drivers/gles3/storage/material_storage.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp index 19e841f466..77a83e7c11 100644 --- a/drivers/gles3/storage/material_storage.cpp +++ b/drivers/gles3/storage/material_storage.cpp @@ -3827,7 +3827,7 @@ void ParticleProcessMaterialData::bind_uniforms() { ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw(); for (int ti = 0; ti < texture_cache.size(); ti++) { Texture *texture = TextureStorage::get_singleton()->get_texture(textures[ti]); - glActiveTexture(GL_TEXTURE1 + ti); // Start at GL_TEXTURE1 becuase texture slot 0 is reserved for the heightmap texture. + glActiveTexture(GL_TEXTURE1 + ti); // Start at GL_TEXTURE1 because texture slot 0 is reserved for the heightmap texture. glBindTexture(target_from_type[texture_uniforms[ti].type], texture->tex_id); // Set sampler state here as the same texture can be used in multiple places with different flags |