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authorBrian Paul <[email protected]>2011-06-14 08:40:43 -0600
committerBrian Paul <[email protected]>2011-06-14 17:19:53 -0600
commitc1477f6ffe6a3d032dbcc76a5f506a7293e2fece (patch)
tree3a8e77abd5c8e294cb11071dc7fd1db3d1b52f3a /src
parentcbad86841b16b653692223c76f6695aca6d93147 (diff)
st/mesa: fix comments, whitespace
Diffstat (limited to 'src')
-rw-r--r--src/mesa/state_tracker/st_draw.c7
1 files changed, 4 insertions, 3 deletions
diff --git a/src/mesa/state_tracker/st_draw.c b/src/mesa/state_tracker/st_draw.c
index 1bb9b80298e..7f74e78cede 100644
--- a/src/mesa/state_tracker/st_draw.c
+++ b/src/mesa/state_tracker/st_draw.c
@@ -33,7 +33,7 @@
*
* We basically convert the VBO's vertex attribute/array information into
* Gallium vertex state, bind the vertex buffer objects and call
- * pipe->draw_elements(), pipe->draw_range_elements() or pipe->draw_arrays().
+ * pipe->draw_vbo().
*
* Authors:
* Keith Whitwell <[email protected]>
@@ -498,6 +498,7 @@ setup_index_buffer(struct gl_context *ctx,
}
}
+
/**
* Prior to drawing, check that any uniforms referenced by the
* current shader have been set. If a uniform has not been set,
@@ -544,8 +545,8 @@ translate_prim(const struct gl_context *ctx, unsigned prim)
assert(GL_TRIANGLE_STRIP_ADJACENCY == PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY);
/* Avoid quadstrips if it's easy to do so:
- * Note: it's imporant to do the correct trimming if we change the prim type!
- * We do that wherever this function is called.
+ * Note: it's important to do the correct trimming if we change the
+ * prim type! We do that wherever this function is called.
*/
if (prim == GL_QUAD_STRIP &&
ctx->Light.ShadeModel != GL_FLAT &&