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authorAndrea Gelmini <andrea.gelmini@gelma.net>2023-03-24 11:37:25 +0100
committerJulien Nabet <serval2412@yahoo.fr>2023-03-24 17:56:51 +0000
commitae4e5e38b5ec99123ef478143501a9b0a3650171 (patch)
treeb3053d2f689ce5ab35e538a32b580debc70c5225 /drawinglayer/source
parent8bc0c3013089b291bd6c4cb65f944db64373dcb5 (diff)
Fix typo
Change-Id: I8106dc197585b823b52d675698533e8a5167819b Reviewed-on: https://gerrit.libreoffice.org/c/core/+/149537 Tested-by: Julien Nabet <serval2412@yahoo.fr> Reviewed-by: Julien Nabet <serval2412@yahoo.fr>
Diffstat (limited to 'drawinglayer/source')
-rw-r--r--drawinglayer/source/processor2d/vclpixelprocessor2d.cxx2
1 files changed, 1 insertions, 1 deletions
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