From: Diederick Niehorster Date: Sun, 25 Mar 2012 06:13:47 +0000 (+0000) Subject: correcting a few typos i made earlier in the comments X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=commitdiff_plain;h=816262dfb4e1a332e54c715768798cf76ec1577e;hp=673fc0d0eac8b77a6c79062a1f41174db91fee9e;p=freeglut correcting a few typos i made earlier in the comments git-svn-id: svn+ssh://svn.code.sf.net/p/freeglut/code/trunk/freeglut/freeglut@1208 7f0cb862-5218-0410-a997-914c9d46530a --- diff --git a/src/fg_geometry.c b/src/fg_geometry.c index 78d4d0c..ccbe5d7 100644 --- a/src/fg_geometry.c +++ b/src/fg_geometry.c @@ -87,8 +87,9 @@ static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLubyte *v } /* Shape decomposition to triangles - * We'll use glDrawElements to draw all shapes that are not triangles, so - * generate an index vector here, using the below sampling scheme. + * We'll use glDrawElements to draw all shapes that are not naturally + * composed of triangles, so generate an index vector here, using the + * below sampling scheme. * Be careful to keep winding of all triangles counter-clockwise, * assuming that input has correct winding... */ @@ -102,7 +103,7 @@ static void fghGenerateGeometryWithIndexArray(int numFaces, int numEdgePerFace, switch (numEdgePerFace) { case 3: - /* nothing to do here, we'll drawn with glDrawArrays */ + /* nothing to do here, we'll draw with glDrawArrays */ break; case 4: vertSamps = vert4Decomp; @@ -155,7 +156,7 @@ static void fghGenerateGeometry(int numFaces, int numEdgePerFace, GLfloat *verti /* Cache of input to glDrawArrays or glDrawElements * In general, we build arrays with all vertices or normals. * We cant compress this and use glDrawElements as all combinations of - * vertex and normals are unique. + * vertices and normals are unique. */ #define DECLARE_SHAPE_CACHE(name,nameICaps,nameCaps)\ static GLboolean name##Cached = FALSE;\