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authorColin Snover2017-09-03 16:31:16 -0500
committerColin Snover2017-10-15 13:24:20 -0500
commitb53020f70457c059f5028073df493cfc25a5876a (patch)
treebe4e932b23201209c606c0b559774933d52b651f /backends/graphics/surfacesdl/surfacesdl-graphics.cpp
parent7fc86195343adf962054fd52605c3a3cc8b501e9 (diff)
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BACKENDS: Fix some comment typos
Diffstat (limited to 'backends/graphics/surfacesdl/surfacesdl-graphics.cpp')
-rw-r--r--backends/graphics/surfacesdl/surfacesdl-graphics.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/backends/graphics/surfacesdl/surfacesdl-graphics.cpp b/backends/graphics/surfacesdl/surfacesdl-graphics.cpp
index 897cdcb352..9d0f217184 100644
--- a/backends/graphics/surfacesdl/surfacesdl-graphics.cpp
+++ b/backends/graphics/surfacesdl/surfacesdl-graphics.cpp
@@ -1139,14 +1139,14 @@ void SurfaceSdlGraphicsManager::updateScreen() {
}
void SurfaceSdlGraphicsManager::updateShader() {
-// shader init code goes here
-// currently only used on Vita port
-// the user-selected shaderID should be obtained via ConfMan.getInt("shader")
-// and the corresponding shader should then be activated here
-// this way the user can combine any software scaling (scalers)
-// with any hardware shading (shaders). The shaders could provide
-// scanline masks, overlays, but could also serve for
-// hardware-based up-scaling (sharp-bilinear-simple, etc.)
+ // shader init code goes here
+ // currently only used on Vita port
+ // the user-selected shaderID should be obtained via ConfMan.getInt("shader")
+ // and the corresponding shader should then be activated here
+ // this way the user can combine any software scaling (scalers)
+ // with any hardware shading (shaders). The shaders could provide
+ // scanline masks, overlays, but could also serve for
+ // hardware-based up-scaling (sharp-bilinear-simple, etc.)
}
void SurfaceSdlGraphicsManager::internUpdateScreen() {