diff options
-rw-r--r-- | drawinglayer/source/processor2d/vclpixelprocessor2d.cxx | 6 | ||||
-rw-r--r-- | svx/source/sdr/primitive2d/sdrframeborderprimitive2d.cxx | 2 |
2 files changed, 4 insertions, 4 deletions
diff --git a/drawinglayer/source/processor2d/vclpixelprocessor2d.cxx b/drawinglayer/source/processor2d/vclpixelprocessor2d.cxx index ad70cec45135..e5deac2936e5 100644 --- a/drawinglayer/source/processor2d/vclpixelprocessor2d.cxx +++ b/drawinglayer/source/processor2d/vclpixelprocessor2d.cxx @@ -886,16 +886,16 @@ namespace drawinglayer // using fine stroking. Correct, but 'ghosty'. // It has shown that there are quite some problems here: - // - vcl OutDev renderer methods stuill use fallbacks to paint + // - vcl OutDev renderer methods still use fallbacks to paint // multiple single lines between discrete sizes of < 3.5 what - // looks bad and does not matzch + // looks bad and does not match // - mix of filled Polygons and Lines is bad when AA switched off // - Alignment of AA with non-AA may be bad in diverse different // renderers // // Due to these reasons I change the strategy: Always draw AAed, but // allow fallback to test/check and if needed. The normal case - // where BorderLines will be system-depenently snapped to have at + // where BorderLines will be system-dependently snapped to have at // least a single discrete width per partial line (there may be up to // three) works well nowadays due to most renderers moving the AA stuff // by 0.5 pixels (discrete units) to match well with the non-AAed parts. diff --git a/svx/source/sdr/primitive2d/sdrframeborderprimitive2d.cxx b/svx/source/sdr/primitive2d/sdrframeborderprimitive2d.cxx index 072fec2498c3..fe33f10d503c 100644 --- a/svx/source/sdr/primitive2d/sdrframeborderprimitive2d.cxx +++ b/svx/source/sdr/primitive2d/sdrframeborderprimitive2d.cxx @@ -80,7 +80,7 @@ namespace const bool bSecnUsed(0.0 != rStyle.Secn()); // Get the single segment line widths. This is the point where the - // minimal discrete unit wil be used if given (fMinimalDiscreteUnit). If + // minimal discrete unit will be used if given (fMinimalDiscreteUnit). If // not given it's 0.0 and thus will have no influence. double fPrim(snapToDiscreteUnit(rStyle.Prim(), fMinimalDiscreteUnit)); const double fDist(snapToDiscreteUnit(rStyle.Dist(), fMinimalDiscreteUnit)); |