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authorStevoisiak <Stevoisiak@gmail.com>2014-11-14 14:46:49 -0500
committerStevoisiak <S.Vascellaro@gmail.com>2014-11-24 17:16:59 -0500
commit6da394a4d0891ed30fbb08f4ec853f40699f7033 (patch)
tree3e95fff7fde66a1e121e2aa78b5c221fab8be8c9 /Source/Core/VideoBackends/OGL/TextureConverter.cpp
parent60e9301f40601a1a3d6546a37ea71f18a43f9b3b (diff)
More formatting and consistency fixes
Diffstat (limited to 'Source/Core/VideoBackends/OGL/TextureConverter.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/TextureConverter.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/Source/Core/VideoBackends/OGL/TextureConverter.cpp b/Source/Core/VideoBackends/OGL/TextureConverter.cpp
index 0b7275eaa4..1404ec92eb 100644
--- a/Source/Core/VideoBackends/OGL/TextureConverter.cpp
+++ b/Source/Core/VideoBackends/OGL/TextureConverter.cpp
@@ -56,7 +56,7 @@ static void CreatePrograms()
*
* This shader doesn't really match what the GameCube does internally in the
* copy pipeline.
- * 1. It uses Opengl's built in filtering when yscaling, someone could work
+ * 1. It uses OpenGL's built in filtering when yscaling, someone could work
* out how the copypipeline does it's filtering and implement it correctly
* in this shader.
* 2. Deflickering isn't implemented, a futher filtering over 3 lines.