drawinglayer/source/processor2d/vclpixelprocessor2d.cxx | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-)
New commits: commit ae4e5e38b5ec99123ef478143501a9b0a3650171 Author: Andrea Gelmini <andrea.gelm...@gelma.net> AuthorDate: Fri Mar 24 11:37:25 2023 +0100 Commit: Julien Nabet <serval2...@yahoo.fr> CommitDate: Fri Mar 24 17:56:51 2023 +0000 Fix typo Change-Id: I8106dc197585b823b52d675698533e8a5167819b Reviewed-on: https://gerrit.libreoffice.org/c/core/+/149537 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 d6a259157886..0f77b4eada3a 100644 --- a/drawinglayer/source/processor2d/vclpixelprocessor2d.cxx +++ b/drawinglayer/source/processor2d/vclpixelprocessor2d.cxx @@ -1008,7 +1008,7 @@ void VclPixelProcessor2D::processFillGradientPrimitive2D( // color gradients). // To handle a primitive that needs paint, either use decompose, or - when you // do not want that for any reason, e.g. extra primitives created - implement - // a direct handling in your primitive rendererer. This is always possible + // a direct handling in your primitive renderer. This is always possible // 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