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-rw-r--r--drawinglayer/source/processor2d/vclpixelprocessor2d.cxx6
1 files changed, 3 insertions, 3 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.