diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2022-09-30 14:23:36 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2022-09-30 14:23:36 +0200 |
commit | 166df0896c4e601c58f7261145afba5ee4a088a5 (patch) | |
tree | 5ad261b43692be47257985a52e4a5a744202434d /servers/rendering | |
parent | f47979f0874b2ca6134e71575fbb359c6cc5ced0 (diff) |
Fix typos with codespell
Using codespell 2.3-dev from current git.
And fix typo in `methods.py` for `vsproj=yes` option (still won't work
though).
Diffstat (limited to 'servers/rendering')
3 files changed, 3 insertions, 3 deletions
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl index adc4d9d01e..1a8a1f3aa3 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl @@ -346,7 +346,7 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime #if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED) #ifdef USE_DOUBLE_PRECISION - // We separate the basis from the origin becasue the basis is fine with single point precision. + // We separate the basis from the origin because the basis is fine with single point precision. // Then we combine the translations from the model matrix and the view matrix using emulated doubles. // We add the result to the vertex and ignore the final lost precision. vec3 model_origin = model_matrix[3].xyz; diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl index 4e5c5b6c5b..33fd4c35b1 100644 --- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl @@ -345,7 +345,7 @@ void main() { #if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED) #ifdef USE_DOUBLE_PRECISION - // We separate the basis from the origin becasue the basis is fine with single point precision. + // We separate the basis from the origin because the basis is fine with single point precision. // Then we combine the translations from the model matrix and the view matrix using emulated doubles. // We add the result to the vertex and ignore the final lost precision. vec3 model_origin = model_matrix[3].xyz; diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp index b36a028f04..70243a9275 100644 --- a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp +++ b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp @@ -2526,7 +2526,7 @@ void MaterialStorage::_update_queued_materials() { material_update_list.remove(&material->update_element); if (uniforms_changed) { - //some implementations such as 3D renderer cache the matreial uniform set, so update is required + //some implementations such as 3D renderer cache the material uniform set, so update is required material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL); } } |