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authorStevoisiak <Stevoisiak@gmail.com>2014-11-13 21:28:27 -0500
committerStevoisiak <Stevoisiak@gmail.com>2014-11-13 22:42:18 -0500
commitb25e1a2eb4fd20ba84103549a59ea4c4a8639641 (patch)
tree565229c96867d4c595bcf64a94b704c825c2ea84 /Source/Core/VideoBackends/Software/EfbInterface.cpp
parent5fb94230cd6fab9b41420d51e27cd04a64f3dcaf (diff)
Various formatting and consistency fixes
Diffstat (limited to 'Source/Core/VideoBackends/Software/EfbInterface.cpp')
-rw-r--r--Source/Core/VideoBackends/Software/EfbInterface.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/Source/Core/VideoBackends/Software/EfbInterface.cpp b/Source/Core/VideoBackends/Software/EfbInterface.cpp
index 172dd5ae23..fad9660c14 100644
--- a/Source/Core/VideoBackends/Software/EfbInterface.cpp
+++ b/Source/Core/VideoBackends/Software/EfbInterface.cpp
@@ -540,7 +540,7 @@ namespace EfbInterface
{
// YU pixel
xfb_in_ram[x].Y = scanline[i].Y + 16;
- // we mix our color difrences in 10 bit space so it will round more accurately
+ // we mix our color differences in 10 bit space so it will round more accurately
// U[i] = 1/4 * U[i-1] + 1/2 * U[i] + 1/4 * U[i+1]
xfb_in_ram[x].UV = 128 + ((scanline[i-1].U + (scanline[i].U << 1) + scanline[i+1].U) >> 2);
@@ -553,7 +553,7 @@ namespace EfbInterface
}
}
- // Like CopyToXFB, but we copy directly into the opengl colour texture without going via GameCube main memory or doing a yuyv conversion
+ // Like CopyToXFB, but we copy directly into the opengl color texture without going via GameCube main memory or doing a yuyv conversion
void BypassXFB(u8* texture, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc, float Gamma)
{
if (fbWidth*fbHeight > MAX_XFB_WIDTH*MAX_XFB_HEIGHT)