On 02/16/2011 03:31 PM, Sam Hocevar wrote:
This fixes minor consistency issues in the website documentation.

Signed-off-by: Sam Hocevar<s...@hocevar.net>
---
  docs/shading.html    |    2 +-
  docs/sourcetree.html |    2 +-
  2 files changed, 2 insertions(+), 2 deletions(-)

    Sorry, previous message got its whitespace corrupted.


diff --git a/docs/shading.html b/docs/shading.html
index c41d4a9..aba3959 100644
--- a/docs/shading.html
+++ b/docs/shading.html
@@ -167,7 +167,7 @@ Here's an example of using the compiler to compile a vertex 
shader and
  emit GL_ARB_vertex_program-style instructions:
  </p>
  <pre>
-    src/glsl/glslcompiler --dump-ast myshader.vert
+    src/glsl/glsl_compiler --dump-ast myshader.vert
  </pre>

  Options include
diff --git a/docs/sourcetree.html b/docs/sourcetree.html
index 00dc4e7..30a973a 100644
--- a/docs/sourcetree.html
+++ b/docs/sourcetree.html
@@ -26,6 +26,7 @@ each directory.
      <li><b>main</b>  - main EGL library implementation.  This is where all
          the EGL API functions are implemented, like eglCreateContext().
      </ul>
+<li><b>glsl</b>  - a stand-alone GLSL compiler
    <li><b>mesa</b>  - Main Mesa sources
      <ul>
      <li><b>glapi</b>  - OpenGL API dispatch layer.  This is where all the
@@ -45,7 +46,6 @@ each directory.
             </ul>
          <li><b>x11</b>  - Xlib-based software driver
          <li><b>osmesa</b>  - off-screen software driver
-       <li><b>glslcompiler</b>  - a stand-alone GLSL compiler driver
          <li>XXX more
          </ul>
      <li><b>es</b>  - OpenGL ES overlay, parallelly buildable with the core 
Mesa

Thanks, I'll commit these with minor tweaks.

-Brian

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