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-rw-r--r--drawinglayer/source/primitive2d/graphicprimitive2d.cxx2
-rw-r--r--drawinglayer/source/processor2d/vclprocessor2d.cxx4
2 files changed, 3 insertions, 3 deletions
diff --git a/drawinglayer/source/primitive2d/graphicprimitive2d.cxx b/drawinglayer/source/primitive2d/graphicprimitive2d.cxx
index e43839b19b48..43466011210e 100644
--- a/drawinglayer/source/primitive2d/graphicprimitive2d.cxx
+++ b/drawinglayer/source/primitive2d/graphicprimitive2d.cxx
@@ -92,7 +92,7 @@ namespace drawinglayer
// instead of creating all as in create2DColorModifierEmbeddingsAsNeeded (see below).
// Still, crop, rotation, mirroring and transparency is handled by primitives already
// (see above).
- // This could even be done when vector graphic, but we explicitely want to have the
+ // This could even be done when vector graphic, but we explicitly want to have the
// pure primitive solution for this; this will allow vector graphics to stay vector
// geraphics, independent from the color filtering stuff. This will enhance e.g.
// SVG and print quality while reducing data size at the same time.
diff --git a/drawinglayer/source/processor2d/vclprocessor2d.cxx b/drawinglayer/source/processor2d/vclprocessor2d.cxx
index bb1d8e2f26f4..fb8dd3465a0c 100644
--- a/drawinglayer/source/processor2d/vclprocessor2d.cxx
+++ b/drawinglayer/source/processor2d/vclprocessor2d.cxx
@@ -829,7 +829,7 @@ namespace drawinglayer
{
// Get preferred Metafile output size. When it's very equal to the output size, it's probably
// a rounding error somewhere, so correct it to get a 1:1 output without single pixel scalings
- // of the Metafile (esp. for contaned Bitmaps, e.g 3D charts)
+ // of the Metafile (esp. for contained Bitmaps, e.g 3D charts)
const Size aPrefSize(mpOutputDevice->LogicToPixel(aMetaFile.GetPrefSize(), aMetaFile.GetPrefMapMode()));
if(aPrefSize.getWidth() && (aPrefSize.getWidth() - 1 == aDestSize.getWidth() || aPrefSize.getWidth() + 1 == aDestSize.getWidth()))
@@ -1295,7 +1295,7 @@ namespace drawinglayer
if(!bDone && rPolygonStrokeCandidate.getB2DPolygon().count() > 1000)
{
// #i101491# If the polygon complexity uses more than a given amount, do
- // use OuputDevice::DrawPolyLine directly; this will avoid buffering all
+ // use OutputDevice::DrawPolyLine directly; this will avoid buffering all
// decompositions in primitives (memory) and fallback to old line painting
// for very complex polygons, too
for(sal_uInt32 a(0); a < nCount; a++)