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-rw-r--r--servers/rendering/renderer_rd/uniform_set_cache_rd.cpp2
-rw-r--r--servers/rendering/rendering_device.h2
2 files changed, 2 insertions, 2 deletions
diff --git a/servers/rendering/renderer_rd/uniform_set_cache_rd.cpp b/servers/rendering/renderer_rd/uniform_set_cache_rd.cpp
index 5843b9db24..84529ca400 100644
--- a/servers/rendering/renderer_rd/uniform_set_cache_rd.cpp
+++ b/servers/rendering/renderer_rd/uniform_set_cache_rd.cpp
@@ -36,7 +36,7 @@ void UniformSetCacheRD::_invalidate(Cache *p_cache) {
if (p_cache->prev) {
p_cache->prev->next = p_cache->next;
} else {
- // At begining of table
+ // At beginning of table
uint32_t table_idx = p_cache->hash % HASH_TABLE_SIZE;
hash_table[table_idx] = p_cache->next;
}
diff --git a/servers/rendering/rendering_device.h b/servers/rendering/rendering_device.h
index 6ed4448638..ecbb11efca 100644
--- a/servers/rendering/rendering_device.h
+++ b/servers/rendering/rendering_device.h
@@ -729,7 +729,7 @@ public:
int binding; // Binding index as specified in shader.
private:
- // In most cases only one ID is provided per binding, so avoid allocating memory unnecesarily for performance.
+ // In most cases only one ID is provided per binding, so avoid allocating memory unnecessarily for performance.
RID id; // If only one is provided, this is used.
Vector<RID> ids; // If multiple ones are provided, this is used instead.