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authorAndrea Gelmini <andrea.gelmini@gelma.net>2019-07-25 20:17:31 +0200
committerAndrea Gelmini <andrea.gelmini@gelma.net>2019-07-25 21:30:50 +0200
commit1729f554f8ecc4a4f6fa92b71dff8bab67d238c7 (patch)
treebc39b1723b943b513d81cd995e79d82ee42dec3f /vcl
parent7a4587619d58129c5833819ce33caa5e87d08ed3 (diff)
Fix typos
Change-Id: I1efccb8b926e4aa10e9ccee7e8e36919e38c05fc Reviewed-on: https://gerrit.libreoffice.org/76339 Tested-by: Jenkins Reviewed-by: Andrea Gelmini <andrea.gelmini@gelma.net>
Diffstat (limited to 'vcl')
-rw-r--r--vcl/README.vars2
-rw-r--r--vcl/inc/opengl/PackedTextureAtlas.hxx2
-rw-r--r--vcl/inc/win/salgdi.h2
3 files changed, 3 insertions, 3 deletions
diff --git a/vcl/README.vars b/vcl/README.vars
index 786be8cbf166..b170bb22c027 100644
--- a/vcl/README.vars
+++ b/vcl/README.vars
@@ -33,6 +33,6 @@ OpenGL
SAL_FORCEGL - force enable OpenGL
SAL_GL_NO_SWAP - disable buffer swapping if set (should show nothing)
SAL_GL_SLEEP_ON_SWAP - sleep for half a second on each swap-buffers.
-SAL_WITHOUT_WIDGET_CACHE - disable LRU caching of native widget texutres
+SAL_WITHOUT_WIDGET_CACHE - disable LRU caching of native widget textures
SAL_DISABLE_GLYPH_CACHING - don't render glyphs through OpenGL textures
SAL_DISABLE_GL_WATCHDOG - don't start the thread that watches for broken GL drivers
diff --git a/vcl/inc/opengl/PackedTextureAtlas.hxx b/vcl/inc/opengl/PackedTextureAtlas.hxx
index c7f39d86b4d9..6dadcc59e0ad 100644
--- a/vcl/inc/opengl/PackedTextureAtlas.hxx
+++ b/vcl/inc/opengl/PackedTextureAtlas.hxx
@@ -17,7 +17,7 @@
struct PackedTexture;
/**
- * Pack texutres into one texutre atlas.
+ * Pack textures into one texture atlas.
*
* This is based on algorithm described in [1] and is an
* adaptation of "texture atlas generator" from [2].
diff --git a/vcl/inc/win/salgdi.h b/vcl/inc/win/salgdi.h
index 23f201fea6fa..344d8cd3e2e6 100644
--- a/vcl/inc/win/salgdi.h
+++ b/vcl/inc/win/salgdi.h
@@ -134,7 +134,7 @@ public:
/// Obtain the texture; the caller must delete it after use.
OpenGLTexture* getTexture();
- /// Copy bitmap data to the texture. Texutre must be initialized and the correct size to hold the bitmap.
+ /// Copy bitmap data to the texture. Texture must be initialized and the correct size to hold the bitmap.
bool copyToTexture(OpenGLTexture& aTexture);
};