summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--drawinglayer/source/processor2d/vclpixelprocessor2d.cxx6
-rw-r--r--svx/source/sdr/primitive2d/sdrframeborderprimitive2d.cxx2
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));