@@ -135,7 +135,7 @@ namespace cage
135135 TextureHandle initializeTarget (const String &prefix, Vec2i resolution)
136136 {
137137 const String name = Stringizer () + prefix + " _" + resolution;
138- TextureHandle tex = engineProvisonalGraphics ()->texture (name,
138+ TextureHandle tex = engineProvisionalGraphics ()->texture (name,
139139 [resolution](Texture *tex)
140140 {
141141 tex->initialize (resolution, 1 , GL_RGB8);
@@ -174,15 +174,15 @@ namespace cage
174174
175175 void initialize () // opengl thread
176176 {
177- renderQueue = newRenderQueue (" engine" , engineProvisonalGraphics ());
177+ renderQueue = newRenderQueue (" engine" , engineProvisionalGraphics ());
178178 onDemand = newAssetsOnDemand (engineAssets ());
179179 }
180180
181181 void finalize () // opengl thread
182182 {
183183 onDemand->clear (); // make sure to release all assets, but keep the structure to allow remaining calls to enginePurgeAssetsOnDemandCache
184184 renderQueue.clear ();
185- engineProvisonalGraphics ()->purge ();
185+ engineProvisionalGraphics ()->purge ();
186186 }
187187
188188 void emit (uint64 emitTime) // control thread
@@ -266,7 +266,7 @@ namespace cage
266266 else
267267 {
268268 CAGE_ASSERT (!windowTarget);
269- windowTarget = initializeTarget (data.name , data.resolution );
269+ windowTarget = initializeTarget (Stringizer () + " windowTarget_ " + data.name , data.resolution );
270270 data.target = windowTarget;
271271 }
272272 data.finalProduct = !cam.target ;
@@ -307,13 +307,13 @@ namespace cage
307307 if (dynamicResolution != 1 )
308308 data.effects .effects &= ~ScreenSpaceEffectsFlags::AntiAliasing;
309309 data.effects .gamma = Real (confRenderGamma);
310- data.name = Stringizer () + " vr_camera_ " + index;
310+ data.name = Stringizer () + " vrCamera_ " + index;
311311 data.resolution = applyDynamicResolution (it.resolution );
312312 data.transform = transformByVrOrigin (cfg.scene , it.transform , cfg.interpolationFactor );
313313 data.projection = it.projection ;
314314 data.lodSelection .screenSize = perspectiveScreenSize (it.verticalFov , data.resolution [1 ]);
315315 data.lodSelection .center = it.primary ? vrFrame->pose ().position : it.transform .position ;
316- data.target = initializeTarget (data.name , data.resolution );
316+ data.target = initializeTarget (Stringizer () + " vrTarget_ " + data.name , data.resolution );
317317 data.finalProduct = true ;
318318 vrTargets.push_back (data.target );
319319 cameras.push_back (std::move (data));
@@ -370,7 +370,7 @@ namespace cage
370370 Holder<Model> modelSquare = engineAssets ()->get <AssetSchemeIndexModel, Model>(HashString (" cage/model/square.obj" ));
371371 CAGE_ASSERT (modelSquare);
372372 modelSquare->bind ();
373- Holder<FrameBuffer> renderTarget = engineProvisonalGraphics ()->frameBufferDraw (" vr_blit" )->resolve ();
373+ Holder<FrameBuffer> renderTarget = engineProvisionalGraphics ()->frameBufferDraw (" vr_blit" )->resolve ();
374374 renderTarget->bind ();
375375 frame->acquireTextures ();
376376 CAGE_ASSERT (frame->cameras .size () == targets.size ());
@@ -419,7 +419,7 @@ namespace cage
419419 const Vec2i windowResolution = engineWindow ()->resolution ();
420420 RenderPipelineConfig cfg;
421421 cfg.assets = engineAssets ();
422- cfg.provisionalGraphics = engineProvisonalGraphics ();
422+ cfg.provisionalGraphics = engineProvisionalGraphics ();
423423 cfg.scene = +eb.scene ;
424424 cfg.onDemand = +onDemand;
425425 const uint64 period = controlThread ().updatePeriod ();
@@ -457,7 +457,7 @@ namespace cage
457457 void dispatch () // opengl thread
458458 {
459459 renderQueue->dispatch ();
460- engineProvisonalGraphics ()->reset ();
460+ engineProvisionalGraphics ()->reset ();
461461
462462 { // check gl errors (even in release, but do not halt the game)
463463 try
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