diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2021-05-20 12:07:26 +0200 |
---|---|---|
committer | Rémi Verschelde <rverschelde@gmail.com> | 2021-05-20 12:38:56 +0200 |
commit | 4219a4cb6fba8062abdfaea28e7ae04d42cfe7d7 (patch) | |
tree | 21e9989d1453ddb915e36918a75ed6d71d429ac1 /servers/rendering | |
parent | 42b6602f1d4b108cecb94b94c0d2b645acaebd4f (diff) |
Fix typos with codespell
Using codespell 2.0.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
Diffstat (limited to 'servers/rendering')
5 files changed, 5 insertions, 5 deletions
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index 1d67a3f1df..e09b8f15be 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -662,7 +662,7 @@ void main() { #endif #ifdef ALPHA_ANTIALIASING_EDGE_USED -// If alpha scissor is used, we must further the edge threshold, otherwise we wont get any edge feather +// If alpha scissor is used, we must further the edge threshold, otherwise we won't get any edge feather #ifdef ALPHA_SCISSOR_USED alpha_antialiasing_edge = clamp(alpha_scissor_threshold + alpha_antialiasing_edge, 0.0, 1.0); #endif diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl index b38b8d803d..d488c99b6d 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl @@ -622,7 +622,7 @@ void main() { #endif #ifdef ALPHA_ANTIALIASING_EDGE_USED -// If alpha scissor is used, we must further the edge threshold, otherwise we wont get any edge feather +// If alpha scissor is used, we must further the edge threshold, otherwise we won't get any edge feather #ifdef ALPHA_SCISSOR_USED alpha_antialiasing_edge = clamp(alpha_scissor_threshold + alpha_antialiasing_edge, 0.0, 1.0); #endif diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h index a61b04afc8..930ac0df70 100644 --- a/servers/rendering/renderer_scene_cull.h +++ b/servers/rendering/renderer_scene_cull.h @@ -845,7 +845,7 @@ public: RID_PtrOwner<Instance, true> instance_owner; - uint32_t geometry_instance_pair_mask; // used in traditional forward, unnecesary on clustered + uint32_t geometry_instance_pair_mask; // used in traditional forward, unnecessary on clustered virtual RID instance_allocate(); virtual void instance_initialize(RID p_rid); diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp index f7be6c6c60..9ac2c1918f 100644 --- a/servers/rendering/renderer_viewport.cpp +++ b/servers/rendering/renderer_viewport.cpp @@ -322,7 +322,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport, XRInterface::Eyes p_ Vector2 point = clip_rect.position + clip_rect.size * signs[j]; if (sign_cmp == light_dir_sign) { - //both point in same direction, plot offseted + //both point in same direction, plot offsetted points[point_count++] = point + light_dir * cull_distance; } else if (sign_cmp.x == light_dir_sign.x || sign_cmp.y == light_dir_sign.y) { int next_j = (j + 1) % 4; diff --git a/servers/rendering/rendering_device.h b/servers/rendering/rendering_device.h index d86c44a206..27bded9810 100644 --- a/servers/rendering/rendering_device.h +++ b/servers/rendering/rendering_device.h @@ -982,7 +982,7 @@ public: enum InitialAction { INITIAL_ACTION_CLEAR, //start rendering and clear the whole framebuffer (region or not) (supply params) INITIAL_ACTION_CLEAR_REGION, //start rendering and clear the framebuffer in the specified region (supply params) - INITIAL_ACTION_CLEAR_REGION_CONTINUE, //countinue rendering and clear the framebuffer in the specified region (supply params) + INITIAL_ACTION_CLEAR_REGION_CONTINUE, //continue rendering and clear the framebuffer in the specified region (supply params) INITIAL_ACTION_KEEP, //start rendering, but keep attached color texture contents (depth will be cleared) INITIAL_ACTION_DROP, //start rendering, ignore what is there, just write above it INITIAL_ACTION_CONTINUE, //continue rendering (framebuffer must have been left in "continue" state as final action previously) |