Fix Typos

Krazy--
SVN_SILENT
icc-effect-5.14.5
Martin Gräßlin 2011-08-03 08:16:12 +02:00
parent 055b4d032f
commit f72f465c13
5 changed files with 7 additions and 7 deletions

View File

@ -245,7 +245,7 @@ void BlurEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int t
}
data.clip = newClip;
// we dont have to blur a region we dont see
// we don't have to blur a region we don't see
m_currentBlur -= newClip;
// if we have to paint a non-opaque part of this window that intersects with the
// currently blurred region we have to redraw the whole region
@ -268,7 +268,7 @@ void BlurEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int t
}
m_currentBlur |= expandedBlur;
// we dont consider damaged areas which are occluded and are not
// we don't consider damaged areas which are occluded and are not
// explicitly damaged by this window
m_damagedArea -= data.clip;
m_damagedArea |= data.paint;

View File

@ -2631,7 +2631,7 @@ void Client::finishMoveResize(bool cancel)
setQuickTileMode(electricMode);
const ElectricBorder border = electricBorderFromMode(electricMode);
if (border == ElectricNone)
kDebug(1212) << "invalid electric mode" << electricMode << "leading to invalid array acces,\
kDebug(1212) << "invalid electric mode" << electricMode << "leading to invalid array access,\
this should not have happened!";
#ifdef KWIN_BUILD_SCREENEDGES
else

View File

@ -324,7 +324,7 @@ void Scene::paintSimpleScreen(int orig_mask, QRegion region)
// Clip out the client area, so we only draw the rest in the next pass
data->region -= data->clip;
// if prePaintWindow didnt change the clipping area we only have to paint
// if prePaintWindow didn't change the clipping area we only have to paint
// the decoration
if (data-> clip == data.key()->clientShape().translated(data.key()->x(), data.key()->y())) {
data->mask |= PAINT_DECORATION_ONLY;

View File

@ -656,7 +656,7 @@ void SceneOpenGL::Window::paintDecoration(const QPixmap* decoration, TextureType
// This is especially needed if we draw the opaque part of the window
// and the decoration in two different passes (as we in Scene::paintSimpleWindow do).
// Otherwise we run into the situation that in the first pass there are some
// pending decoration repaints but we dont paint the decoration and in the
// pending decoration repaints but we don't paint the decoration and in the
// second pass it's the other way around.
if (quads.isEmpty())
return;

View File

@ -672,7 +672,7 @@ void SceneOpenGL::Texture::bind()
{
glEnable(mTarget);
glBindTexture(mTarget, mTexture);
// if one of the GLTexture::load functions is called, the glxpixmap doesnt
// if one of the GLTexture::load functions is called, the glxpixmap doesn't
// have to exist
if (options->glStrictBinding && glxpixmap) {
glXReleaseTexImageEXT(display(), glxpixmap, GLX_FRONT_LEFT_EXT);
@ -691,7 +691,7 @@ void SceneOpenGL::Texture::unbind()
if (hasGLVersion(1, 4, 0)) {
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0.0f);
}
// if one of the GLTexture::load functions is called, the glxpixmap doesnt
// if one of the GLTexture::load functions is called, the glxpixmap doesn't
// have to exist
if (options->glStrictBinding && glxpixmap) {
glBindTexture(mTarget, mTexture);