diff options
author | Nathan Kidd <nkidd@opentext.com> | 2014-01-03 16:44:00 -0700 |
---|---|---|
committer | Brian Paul <brianp@vmware.com> | 2014-01-06 09:55:38 -0700 |
commit | 0691b37732e3b032fbd354537b20090a3ee8e122 (patch) | |
tree | 4883628a61a373fb6c9af69231b5433fa97d01f3 /docs | |
parent | a61ae2aa01c9b1976ba4107c1564e0c3f94aea4d (diff) |
docs: fix misspellings
Fixed what I noticed; no warranty for exhaustiveness.
Signed-off-by: Nathan Kidd <nkidd@opentext.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Diffstat (limited to 'docs')
-rw-r--r-- | docs/conform.html | 2 | ||||
-rw-r--r-- | docs/devinfo.html | 2 | ||||
-rw-r--r-- | docs/dispatch.html | 10 | ||||
-rw-r--r-- | docs/egl.html | 8 | ||||
-rw-r--r-- | docs/envvars.html | 6 | ||||
-rw-r--r-- | docs/faq.html | 8 | ||||
-rw-r--r-- | docs/opengles.html | 4 | ||||
-rw-r--r-- | docs/openvg.html | 2 | ||||
-rw-r--r-- | docs/repository.html | 2 | ||||
-rw-r--r-- | docs/shading.html | 2 | ||||
-rw-r--r-- | docs/sourcetree.html | 2 | ||||
-rw-r--r-- | docs/thanks.html | 2 | ||||
-rw-r--r-- | docs/xlibdriver.html | 2 |
13 files changed, 26 insertions, 26 deletions
diff --git a/docs/conform.html b/docs/conform.html index c5f8ece836..55931376b4 100644 --- a/docs/conform.html +++ b/docs/conform.html @@ -19,7 +19,7 @@ <p> The SGI OpenGL conformance tests verify correct operation of OpenGL implementations. I, Brian Paul, have been given a copy of the tests -for testing Mesa. The tests are not publically available. +for testing Mesa. The tests are not publicly available. </p> <p> This file has the latest results of testing Mesa with the OpenGL 1.2 diff --git a/docs/devinfo.html b/docs/devinfo.html index a9d8b4f7db..d4a6dfb590 100644 --- a/docs/devinfo.html +++ b/docs/devinfo.html @@ -206,7 +206,7 @@ exclusively for the older branch. This "CC" syntax for patch nomination will cause patches to automatically be copied to the mesa-stable@ mailing list when you use "git send-email" to send patches to the mesa-dev@ mailing list. Also, if you realize that a commit -should be nominate for the stable branch after it has already been commited, +should be nominated for the stable branch after it has already been committed, you can send a note directly to the mesa-stable@lists.freedesktop.org where the Mesa stable-branch maintainers will receive it. Be sure to mention the commit ID of the commit of interest (as it appears in the mesa master branch). diff --git a/docs/dispatch.html b/docs/dispatch.html index 4b529bc048..aacd01e0c6 100644 --- a/docs/dispatch.html +++ b/docs/dispatch.html @@ -25,7 +25,7 @@ href="#overview">overview of Mesa's implementation</a>.</p> <h2>1. Complexity of GL Dispatch</h2> <p>Every GL application has at least one object called a GL <em>context</em>. -This object, which is an implicit parameter to ever GL function, stores all +This object, which is an implicit parameter to every GL function, stores all of the GL related state for the application. Every texture, every buffer object, every enable, and much, much more is stored in the context. Since an application can have more than one context, the context to be used is @@ -51,7 +51,7 @@ example, <tt>glFogCoordf</tt> may operate differently depending on whether or not fog is enabled.</p> <p>In multi-threaded environments, it is possible for each thread to have a -differnt GL context current. This means that poor old <tt>glVertex3fv</tt> +different GL context current. This means that poor old <tt>glVertex3fv</tt> has to know which GL context is current in the thread where it is being called.</p> @@ -207,13 +207,13 @@ few preprocessor defines.</p> <li>If <tt>GLX_USE_TLS</tt> is defined, method #4 is used.</li> <li>If <tt>HAVE_PTHREAD</tt> is defined, method #3 is used.</li> <li>If <tt>WIN32_THREADS</tt> is defined, method #2 is used.</li> -<li>If none of the preceeding are defined, method #1 is used.</li> +<li>If none of the preceding are defined, method #1 is used.</li> </ul> <p>Two different techniques are used to handle the various different cases. On x86 and SPARC, a macro called <tt>GL_STUB</tt> is used. In the preamble of the assembly source file different implementations of the macro are -selected based on the defined preprocessor variables. The assmebly code +selected based on the defined preprocessor variables. The assembly code then consists of a series of invocations of the macros such as: <blockquote> @@ -242,7 +242,7 @@ first technique, is to insert <tt>#ifdef</tt> within the assembly implementation of each function. This makes the assembly file considerably larger (e.g., 29,332 lines for <tt>glapi_x86-64.S</tt> versus 1,155 lines for <tt>glapi_x86.S</tt>) and causes simple changes to the function -implementation to generate many lines of diffs. Since the assmebly files +implementation to generate many lines of diffs. Since the assembly files are typically generated by scripts (see <a href="#autogen">below</a>), this isn't a significant problem.</p> diff --git a/docs/egl.html b/docs/egl.html index 240cec53af..dc23241943 100644 --- a/docs/egl.html +++ b/docs/egl.html @@ -88,7 +88,7 @@ drivers will be installed to <code>${libdir}/egl</code>.</p> <dd> <p>List the platforms (window systems) to support. Its argument is a comma -seprated string such as <code>--with-egl-platforms=x11,drm</code>. It decides +separated string such as <code>--with-egl-platforms=x11,drm</code>. It decides the platforms a driver may support. The first listed platform is also used by the main library to decide the native platform: the platform the EGL native types such as <code>EGLNativeDisplayType</code> or @@ -223,7 +223,7 @@ the X server directly using (XCB-)DRI2 protocol.</p> <dd> <p>This driver is based on Gallium3D. It supports all rendering APIs and -hardwares supported by Gallium3D. It is the only driver that supports OpenVG. +hardware supported by Gallium3D. It is the only driver that supports OpenVG. The supported platforms are X11, DRM, FBDEV, and GDI.</p> <p>This driver comes with its own hardware drivers @@ -273,8 +273,8 @@ longer than the display that creates them.</p> <p>In EGL, when a display is terminated through <code>eglTerminate</code>, all display resources should be destroyed. Similarly, when a thread is released -throught <code>eglReleaseThread</code>, all current display resources should be -released. Another way to destory or release resources is through functions +through <code>eglReleaseThread</code>, all current display resources should be +released. Another way to destroy or release resources is through functions such as <code>eglDestroySurface</code> or <code>eglMakeCurrent</code>.</p> <p>When a resource that is current to some thread is destroyed, the resource diff --git a/docs/envvars.html b/docs/envvars.html index 3cc3c8096e..31d14a45ab 100644 --- a/docs/envvars.html +++ b/docs/envvars.html @@ -47,7 +47,7 @@ sometimes be useful for debugging end-user issues. <li>MESA_NO_SSE - if set, disables Intel SSE optimizations <li>MESA_DEBUG - if set, error messages are printed to stderr. For example, if the application generates a GL_INVALID_ENUM error, a corresponding error - message indicating where the error occured, and possibly why, will be + message indicating where the error occurred, and possibly why, will be printed to stderr.<br> If the value of MESA_DEBUG is 'FP' floating point arithmetic errors will generate exceptions. @@ -201,14 +201,14 @@ See src/mesa/state_tracker/st_debug.c for other options. to stderr <li>SOFTPIPE_NO_RAST - if set, rasterization is no-op'd. For profiling purposes. <li>SOFTPIPE_USE_LLVM - if set, the softpipe driver will try to use LLVM JIT for - vertex shading procesing. + vertex shading processing. </ul> <h3>LLVMpipe driver environment variables</h3> <ul> <li>LP_NO_RAST - if set LLVMpipe will no-op rasterization -<li>LP_DEBUG - a comma-separated list of debug options is acceptec. See the +<li>LP_DEBUG - a comma-separated list of debug options is accepted. See the source code for details. <li>LP_PERF - a comma-separated list of options to selectively no-op various parts of the driver. See the source code for details. diff --git a/docs/faq.html b/docs/faq.html index 97c59d381e..d4037e83c0 100644 --- a/docs/faq.html +++ b/docs/faq.html @@ -137,7 +137,7 @@ Just follow the Mesa <a href="install.html">compilation instructions</a>. <h2>1.6 Are there other open-source implementations of OpenGL?</h2> <p> Yes, SGI's <a href="http://oss.sgi.com/projects/ogl-sample/index.html"> -OpenGL Sample Implemenation (SI)</a> is available. +OpenGL Sample Implementation (SI)</a> is available. The SI was written during the time that OpenGL was originally designed. Unfortunately, development of the SI has stagnated. Mesa is much more up to date with modern features and extensions. @@ -353,7 +353,7 @@ That's where Mesa development is discussed. </p> <p> The <a href="http://www.opengl.org/documentation"> -OpenGL Specification</a> is the bible for OpenGL implemention work. +OpenGL Specification</a> is the bible for OpenGL implementation work. You should read it. </p> <p>Most of the Mesa development work involves implementing new OpenGL @@ -375,7 +375,7 @@ For a Gallium3D hardware driver, the r300g, r600g and the i915g are good example </p> <p>The DRI website has more information about writing hardware drivers. The process isn't well document because the Mesa driver interface changes -over time, and we seldome have spare time for writing documentation. +over time, and we seldom have spare time for writing documentation. That being said, many people have managed to figure out the process. </p> <p> @@ -390,7 +390,7 @@ The <a href="http://oss.sgi.com/projects/ogl-sample/registry/EXT/texture_compres indicates that there are intellectual property (IP) and/or patent issues to be dealt with. </p> -<p>We've been unsucessful in getting a response from S3 (or whoever owns +<p>We've been unsuccessful in getting a response from S3 (or whoever owns the IP nowadays) to indicate whether or not an open source project can implement the extension (specifically the compression/decompression algorithms). diff --git a/docs/opengles.html b/docs/opengles.html index f08acb57bd..24ad69fe2d 100644 --- a/docs/opengles.html +++ b/docs/opengles.html @@ -16,7 +16,7 @@ <h1>OpenGL ES</h1> -<p>Mesa implements OpenGL ES 1.1 and OpenGL ES 2.0. More informations about +<p>Mesa implements OpenGL ES 1.1 and OpenGL ES 2.0. More information about OpenGL ES can be found at <a href="http://www.khronos.org/opengles/"> http://www.khronos.org/opengles/</a>.</p> @@ -48,7 +48,7 @@ EGL drivers for your hardware.</p> <h3>Dispatch Table</h3> -<p>OpenGL ES has an additional indirection when dispatching fucntions</p> +<p>OpenGL ES has an additional indirection when dispatching functions</p> <pre> Mesa: glFoo() --> _mesa_Foo() diff --git a/docs/openvg.html b/docs/openvg.html index 5bc866a33b..28ebb82e83 100644 --- a/docs/openvg.html +++ b/docs/openvg.html @@ -20,7 +20,7 @@ The current version of the OpenVG state tracker implements OpenVG 1.1. </p> <p> -More informations about OpenVG can be found at +More information about OpenVG can be found at <a href="http://www.khronos.org/openvg/"> http://www.khronos.org/openvg/</a> . </p> diff --git a/docs/repository.html b/docs/repository.html index 510f4381a2..bb0ae008e5 100644 --- a/docs/repository.html +++ b/docs/repository.html @@ -156,7 +156,7 @@ each time you do a pull. </p> <li>Small changes to master <p> -If you are an experienced git user working on substancial modifications, +If you are an experienced git user working on substantial modifications, you are probably working on a separate branch and would rebase your branch prior to merging with master. diff --git a/docs/shading.html b/docs/shading.html index 4015cdf2e2..77a0ee413d 100644 --- a/docs/shading.html +++ b/docs/shading.html @@ -234,7 +234,7 @@ This option is only relevant if EmitHighLevelInstructions is set. <dt>EmitComments</dt> <dd> -If set, instructions will be annoted with comments to help with debugging. +If set, instructions will be annotated with comments to help with debugging. Extra NOP instructions will also be inserted. </dd> </dl> diff --git a/docs/sourcetree.html b/docs/sourcetree.html index a6868d3988..4c93f6341e 100644 --- a/docs/sourcetree.html +++ b/docs/sourcetree.html @@ -123,7 +123,7 @@ each directory. Currently there's run-time code generation for x86/SSE, PowerPC and Cell SPU. <li><b>tgsi</b> - TG Shader Infrastructure. Code for encoding, - manipulating and interpretting GPU programs. + manipulating and interpreting GPU programs. <li><b>translate</b> - module for translating vertex data from one format to another. <li><b>util</b> - assorted utilities for arithmetic, hashing, surface diff --git a/docs/thanks.html b/docs/thanks.html index 4ec92d3c2d..29a41e49c7 100644 --- a/docs/thanks.html +++ b/docs/thanks.html @@ -14,7 +14,7 @@ <iframe src="contents.html"></iframe> <div class="content"> -<h1>Acknowledgments</h1> +<h1>Acknowledgements</h1> The following individuals and groups are to be acknowledged for their diff --git a/docs/xlibdriver.html b/docs/xlibdriver.html index ce1ff3b132..d3d8ab4db1 100644 --- a/docs/xlibdriver.html +++ b/docs/xlibdriver.html @@ -107,7 +107,7 @@ for your application. <p> When using Mesa directly or with GLX, it's up to the application writer to create a window with an appropriate colormap. The GLUT -toolkit tris to minimize colormap <em>flashing</em> by sharing +toolkit tries to minimize colormap <em>flashing</em> by sharing colormaps when possible. Specifically, if the visual and depth of the window matches that of the root window, the root window's colormap will be shared by the Mesa window. Otherwise, a new, private colormap |