drawinglayer/source/processor2d/vclpixelprocessor2d.cxx | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-)
New commits: commit 8361cef32d54d2dec32e22c35c6d77ca792ae90a Author: Andrea Gelmini <andrea.gelm...@gelma.net> AuthorDate: Fri Mar 24 11:36:38 2023 +0100 Commit: Julien Nabet <serval2...@yahoo.fr> CommitDate: Sun Mar 26 08:09:32 2023 +0000 Fix typos Change-Id: Ib2c8055cc3caae5bab476609f8097046f1981f11 Reviewed-on: https://gerrit.libreoffice.org/c/core/+/149536 Tested-by: Julien Nabet <serval2...@yahoo.fr> Reviewed-by: Julien Nabet <serval2...@yahoo.fr> diff --git a/drawinglayer/source/processor2d/vclpixelprocessor2d.cxx b/drawinglayer/source/processor2d/vclpixelprocessor2d.cxx index 0f77b4eada3a..d6da12a1e32e 100644 --- a/drawinglayer/source/processor2d/vclpixelprocessor2d.cxx +++ b/drawinglayer/source/processor2d/vclpixelprocessor2d.cxx @@ -1003,7 +1003,7 @@ void VclPixelProcessor2D::processFillGradientPrimitive2D( if (bTryDirectRender) { // MCGR: Avoid one level of primitive creation, use FillGradientPrimitive2D - // tooling to directly create needed geoemtry & color for getting better + // tooling to directly create needed geometry & color for getting better // performance (partially compensate for potentially more expensive multi // color gradients). // To handle a primitive that needs paint, either use decompose, or - when you @@ -1012,7 +1012,7 @@ void VclPixelProcessor2D::processFillGradientPrimitive2D( // since primitives by definition are self-contained what means they have all // needed data locally available to do so. // The question is the complexity to invest - the implemented decompose - // is always a good hint what is neeed to do this. In this case I decided + // is always a good hint of what is needed to do this. In this case I decided // to add some tooling methods to the primitive itself to support this. These // are used in decompose and can be used - as here now - for direct handling, // too. This is always a possibility in primitive handling - you can, but do not