From 93eb776ba168818cadc017788a633e76484e8f95 Mon Sep 17 00:00:00 2001 From: "Ryan C. Gordon" Date: Mon, 17 Sep 2012 12:37:09 -0400 Subject: [PATCH] Fixed a typo in the docs. --- mojoshader.h | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/mojoshader.h b/mojoshader.h index 983eb343..87407d4c 100644 --- a/mojoshader.h +++ b/mojoshader.h @@ -2813,8 +2813,8 @@ void MOJOSHADER_glSetVertexShaderUniformF(unsigned int idx, const float *data, * are undefined if you request data past the end of the register file or * previously uninitialized registers. * - * This is a "fast" call; we're just reading memory from internal memory. We - * do not query the GPU or the GL for this information. + * This is a "fast" call; we're just reading from internal memory. We do not + * query the GPU or the GL for this information. * * This call is NOT thread safe! As most OpenGL implementations are not thread * safe, you should probably only call this from the same thread that created @@ -2868,8 +2868,8 @@ void MOJOSHADER_glSetVertexShaderUniformI(unsigned int idx, const int *data, * are undefined if you request data past the end of the register file or * previously uninitialized registers. * - * This is a "fast" call; we're just reading memory from internal memory. We - * do not query the GPU or the GL for this information. + * This is a "fast" call; we're just reading from internal memory. We do not + * query the GPU or the GL for this information. * * This call is NOT thread safe! As most OpenGL implementations are not thread * safe, you should probably only call this from the same thread that created @@ -2934,8 +2934,8 @@ void MOJOSHADER_glSetVertexShaderUniformB(unsigned int idx, const int *data, * are undefined if you request data past the end of the register file or * previously uninitialized registers. * - * This is a "fast" call; we're just reading memory from internal memory. We - * do not query the GPU or the GL for this information. + * This is a "fast" call; we're just reading from internal memory. We do not + * query the GPU or the GL for this information. * * This call is NOT thread safe! As most OpenGL implementations are not thread * safe, you should probably only call this from the same thread that created