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Everywhere: Fix a bunch of typos
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14 changed files with 21 additions and 21 deletions
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@ -127,7 +127,7 @@ void SoftwareGLContext::gl_end()
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// 2. Transform all of the vertices from eye space into clip space by multiplying by the projection matrix
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// 3. If culling is enabled, we cull the desired faces (https://learnopengl.com/Advanced-OpenGL/Face-culling)
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// 4. Each element of the vertex is then divided by w to bring the positions into NDC (Normalized Device Coordinates)
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// 5. The vertices are sorted (for the rasteriser, how are we doing this? 3Dfx did this top to bottom in terms of vertex y co-ordinates)
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// 5. The vertices are sorted (for the rasteriser, how are we doing this? 3Dfx did this top to bottom in terms of vertex y coordinates)
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// 6. The vertices are then sent off to the rasteriser and drawn to the screen
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float scr_width = m_frontbuffer->width();
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