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authorluz paz <luzpaz@pm.me>2022-07-21 07:37:00 -0400
committerluz paz <luzpaz@pm.me>2022-07-21 07:38:23 -0400
commit38aaaa3cf94e7f6043f6371254d0b4d8a08e7be9 (patch)
treeb2d553015080a045266c26493d6a582cc70946ac /servers/rendering/renderer_rd/environment
parenta9e4eac7b965450234c7a4fb2de1346a23ca67f2 (diff)
Fix various typos not caught by codespell
Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600
Diffstat (limited to 'servers/rendering/renderer_rd/environment')
-rw-r--r--servers/rendering/renderer_rd/environment/gi.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp
index 3275aea13c..6361b9b18f 100644
--- a/servers/rendering/renderer_rd/environment/gi.cpp
+++ b/servers/rendering/renderer_rd/environment/gi.cpp
@@ -3710,7 +3710,7 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices,
// Now compute the contents of our buffers.
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(true);
- // Render each eye seperately.
+ // Render each eye separately.
// We need to look into whether we can make our compute shader use Multiview but not sure that works or makes a difference..
// setup our push constant