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-rw-r--r--drivers/gles3/storage/material_storage.cpp2
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