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author | Torbjörn Andersson | 2010-07-14 16:57:16 +0000 |
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committer | Torbjörn Andersson | 2010-07-14 16:57:16 +0000 |
commit | b91ef128975c6f253bed6c7720f4ead9e1ab0dc6 (patch) | |
tree | 0ca8585e04de3e77898e7fdb76c904d20d5a5d01 /engines/scumm | |
parent | 25077baf6a665e56806bf6f7d050d6462d39ec5b (diff) | |
download | scummvm-rg350-b91ef128975c6f253bed6c7720f4ead9e1ab0dc6.tar.gz scummvm-rg350-b91ef128975c6f253bed6c7720f4ead9e1ab0dc6.tar.bz2 scummvm-rg350-b91ef128975c6f253bed6c7720f4ead9e1ab0dc6.zip |
Fixed typo in comment.
svn-id: r50889
Diffstat (limited to 'engines/scumm')
-rw-r--r-- | engines/scumm/gfx.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/engines/scumm/gfx.cpp b/engines/scumm/gfx.cpp index 44e41feb9f..7b0d4909d6 100644 --- a/engines/scumm/gfx.cpp +++ b/engines/scumm/gfx.cpp @@ -1482,7 +1482,7 @@ void GdiV2::prepareDrawBitmap(const byte *ptr, VirtScreen *vs, // Since V3, all graphics data was encoded in strips, which is very efficient // for redrawing only parts of the screen. However, V2 is different: here // the whole graphics are encoded as one big chunk. That makes it rather - // dificult to draw only parts of a room/object. We handle the V2 graphics + // difficult to draw only parts of a room/object. We handle the V2 graphics // differently from all other (newer) graphic formats for this reason. // StripTable *table = (_objectMode ? 0 : _roomStrips); |