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authorVedran Miletić <[email protected]>2016-07-14 12:17:21 +0200
committerKenneth Graunke <[email protected]>2016-07-26 13:28:01 -0700
commit7b9a0f4e38b6b64a91ed0e674410af962b390120 (patch)
treed6f77d5fc09a21a191c14299695369f4ef657dd0 /src/gallium/docs/source
parent95c48391ee16654ca3038c89dcb50d8ea9861e1f (diff)
mesa: standardize naming Mesa3D, MESA -> Mesa
Signed-off-by: Vedran Miletić <[email protected]> Reviewed-by: Edward O'Callaghan <[email protected]>
Diffstat (limited to 'src/gallium/docs/source')
-rw-r--r--src/gallium/docs/source/drivers/openswr/faq.rst4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/gallium/docs/source/drivers/openswr/faq.rst b/src/gallium/docs/source/drivers/openswr/faq.rst
index 596d77f3780..1d058f92222 100644
--- a/src/gallium/docs/source/drivers/openswr/faq.rst
+++ b/src/gallium/docs/source/drivers/openswr/faq.rst
@@ -5,7 +5,7 @@ Why another software rasterizer?
--------------------------------
Good question, given there are already three (swrast, softpipe,
-llvmpipe) in the Mesa3D tree. Two important reasons for this:
+llvmpipe) in the Mesa tree. Two important reasons for this:
* Architecture - given our focus on scientific visualization, our
workloads are much different than the typical game; we have heavy
@@ -16,7 +16,7 @@ llvmpipe) in the Mesa3D tree. Two important reasons for this:
* Historical - Intel had developed a high performance software
graphics stack for internal purposes. Later we adapted this
graphics stack for use in visualization and decided to move forward
- with Mesa3D to provide a high quality API layer while at the same
+ with Mesa to provide a high quality API layer while at the same
time benefiting from the excellent performance the software
rasterizerizer gives us.