From b0495f491c8dc237d67a62def1528e3bc6ddef11 Mon Sep 17 00:00:00 2001
From: Jaswant Panchumarti <jaswant.panchumarti@kitware.com>
Date: Tue, 4 Feb 2025 13:30:19 -0500
Subject: [PATCH] fix typo suing -> using

---
 Documentation/release/9.1.md            | 2 +-
 Rendering/Core/vtkHardwareSelector.h    | 4 ++--
 Rendering/OpenGL2/vtkOpenGLRenderer.cxx | 2 +-
 3 files changed, 4 insertions(+), 4 deletions(-)

diff --git a/Documentation/release/9.1.md b/Documentation/release/9.1.md
index a6d618c7f3a..0b879fb2134 100644
--- a/Documentation/release/9.1.md
+++ b/Documentation/release/9.1.md
@@ -406,7 +406,7 @@ VTK_LAGRANGE_HEXAHEDRON                  VTK_LAGRANGE_HEXAHEDRON
   of multiple patches by group.
 * `vtkOpenFOAMReader` now properly handles empty zones and has basic support
   for face zones.
-* `vtkOpenFOAMReader` respects point patch value fields suing the correct
+* `vtkOpenFOAMReader` respects point patch value fields using the correct
   visitation order.
 * `vtkOpenFOAMReader` no longer has hard-coded limits on polyhedral size.
 * `vtkOpenFOAMReader` now preserves uncollated Lagrangian information.
diff --git a/Rendering/Core/vtkHardwareSelector.h b/Rendering/Core/vtkHardwareSelector.h
index 6052ebe6e32..14355d0f449 100644
--- a/Rendering/Core/vtkHardwareSelector.h
+++ b/Rendering/Core/vtkHardwareSelector.h
@@ -5,7 +5,7 @@
  * @brief   manager for OpenGL-based selection.
  *
  * vtkHardwareSelector is a helper that orchestrates color buffer based
- * selection. This relies on OpenGL.
+ * selection.
  * vtkHardwareSelector can be used to select visible cells or points within a
  * given rectangle of the RenderWindow.
  * To use it, call in order:
@@ -198,7 +198,7 @@ public:
    * It is possible to use the vtkHardwareSelector for a custom picking. (Look
    * at vtkScenePicker). In that case instead of Select() on can use
    * CaptureBuffers() to render the selection buffers and then get information
-   * about pixel locations suing GetPixelInformation(). Use ClearBuffers() to
+   * about pixel locations using GetPixelInformation(). Use ClearBuffers() to
    * clear buffers after one's done with the scene.
    * The optional final parameter maxDist will look for a cell within the specified
    * number of pixels from display_position. When using the overload with the
diff --git a/Rendering/OpenGL2/vtkOpenGLRenderer.cxx b/Rendering/OpenGL2/vtkOpenGLRenderer.cxx
index 6c821355dc5..b71ba0d5707 100644
--- a/Rendering/OpenGL2/vtkOpenGLRenderer.cxx
+++ b/Rendering/OpenGL2/vtkOpenGLRenderer.cxx
@@ -459,7 +459,7 @@ int vtkOpenGLRenderer::UpdateGeometry(vtkFrameBufferObjectBase* fbo)
     return this->NumberOfPropsRendered;
   }
 
-  // if we are suing shadows then let the renderpasses handle it
+  // if we are using shadows then let the renderpasses handle it
   // for opaque and translucent
   int hasTranslucentPolygonalGeometry = 0;
   if (this->UseShadows)
-- 
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