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authorAndrea Gelmini <andrea.gelmini@gelma.net>2019-12-04 20:22:41 +0100
committerJulien Nabet <serval2412@yahoo.fr>2019-12-05 10:11:52 +0100
commit3618a6020d085ccf1a4cfaac431c9ced5552a248 (patch)
treeb79a0f7b8f849a384a22ec101a71e76e7040af78 /vcl/opengl
parente989c3015ec34b55d9e519e2b8750cddd976c91d (diff)
Fix typo
Change-Id: I95bdcf6ad6c7f6dc9e4772d20f941c332e778b80 Reviewed-on: https://gerrit.libreoffice.org/84495 Tested-by: Jenkins Reviewed-by: Julien Nabet <serval2412@yahoo.fr>
Diffstat (limited to 'vcl/opengl')
-rw-r--r--vcl/opengl/gdiimpl.cxx2
1 files changed, 1 insertions, 1 deletions
diff --git a/vcl/opengl/gdiimpl.cxx b/vcl/opengl/gdiimpl.cxx
index 85c2464e3306..5c26a6d55b6d 100644
--- a/vcl/opengl/gdiimpl.cxx
+++ b/vcl/opengl/gdiimpl.cxx
@@ -703,7 +703,7 @@ void OpenGLSalGraphicsImpl::UseLine(GLfloat fLineWidth, bool bUseAA)
return;
mpProgram->SetShaderType(DrawShaderType::Line);
mpProgram->SetUniform1f("line_width", fLineWidth);
- // The width of the feather - area we make lineary transparent in VS.
+ // The width of the feather - area we make linearly transparent in VS.
// Good AA value is 0.5f, no AA if feather 0.0f
mpProgram->SetUniform1f("feather", bUseAA ? 0.5f : 0.0f);
// We need blending or AA won't work correctly