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-rw-r--r--servers/physics_3d/collision_solver_3d_sat.cpp2
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl2
-rw-r--r--servers/rendering/renderer_scene_cull.h2
-rw-r--r--servers/rendering/renderer_viewport.cpp2
-rw-r--r--servers/rendering/rendering_device.h2
-rw-r--r--servers/rendering_server.cpp4
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;
}