diff options
Diffstat (limited to 'servers')
-rw-r--r-- | servers/physics_3d/collision_solver_3d_sat.cpp | 2 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl | 2 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl | 2 | ||||
-rw-r--r-- | servers/rendering/renderer_scene_cull.h | 2 | ||||
-rw-r--r-- | servers/rendering/renderer_viewport.cpp | 2 | ||||
-rw-r--r-- | servers/rendering/rendering_device.h | 2 | ||||
-rw-r--r-- | servers/rendering_server.cpp | 4 |
7 files changed, 8 insertions, 8 deletions
diff --git a/servers/physics_3d/collision_solver_3d_sat.cpp b/servers/physics_3d/collision_solver_3d_sat.cpp index 9d5448dbfa..fcac0587b2 100644 --- a/servers/physics_3d/collision_solver_3d_sat.cpp +++ b/servers/physics_3d/collision_solver_3d_sat.cpp @@ -690,7 +690,7 @@ public: Vector3 axis = (p_point_B - p_point_A); real_t depth = axis.length(); - // Filter out bogus directions with a treshold and re-testing axis. + // Filter out bogus directions with a threshold and re-testing axis. if (separator->best_depth - depth > 0.001) { separator->test_axis(axis / depth); } 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) diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp index 49990407e3..a9601fd661 100644 --- a/servers/rendering_server.cpp +++ b/servers/rendering_server.cpp @@ -873,10 +873,10 @@ Error RenderingServer::mesh_create_surface_data_from_arrays(SurfaceData *r_surfa } else if (i == RS::ARRAY_BONES) { switch (p_arrays[i].get_type()) { case Variant::PACKED_INT32_ARRAY: { - Vector<Vector3> vertexes = p_arrays[RS::ARRAY_VERTEX]; + Vector<Vector3> vertices = p_arrays[RS::ARRAY_VERTEX]; Vector<int32_t> bones = p_arrays[i]; int32_t bone_8_group_count = bones.size() / (ARRAY_WEIGHTS_SIZE * 2); - int32_t vertex_count = vertexes.size(); + int32_t vertex_count = vertices.size(); if (vertex_count == bone_8_group_count) { format |= RS::ARRAY_FLAG_USE_8_BONE_WEIGHTS; } |