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

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