From 1051a7bedca4a5207e08152f0498df589cfa2257 Mon Sep 17 00:00:00 2001 From: Kohei Yoshida Date: Mon, 13 Jan 2014 14:08:58 -0500 Subject: Typos etc. Change-Id: I4838514bc85636df1b3f0558ce1796431bfe19f3 --- include/drawinglayer/processor2d/baseprocessor2d.hxx | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'include/drawinglayer') diff --git a/include/drawinglayer/processor2d/baseprocessor2d.hxx b/include/drawinglayer/processor2d/baseprocessor2d.hxx index 62a0f874a9ae..dcf52014a503 100644 --- a/include/drawinglayer/processor2d/baseprocessor2d.hxx +++ b/include/drawinglayer/processor2d/baseprocessor2d.hxx @@ -33,7 +33,7 @@ namespace drawinglayer { /** BaseProcessor2D class - Baseclass for all C++ implementations of instances which process + Base class for all C++ implementations of instances which process primitives. Instances which process primitives can be renderers, but also stuff @@ -69,7 +69,7 @@ namespace drawinglayer Basic Primitives: - - BitmapPrimitive2D (bitmap data, evtl. with transparence) + - BitmapPrimitive2D (bitmap data, eventually with transparency) - PointArrayPrimitive2D (single points) - PolygonHairlinePrimitive2D (hairline curves/polygons) - PolyPolygonColorPrimitive2D (colored polygons) @@ -83,7 +83,7 @@ namespace drawinglayer - TransformPrimitive2D (for a transformation stack) A processor doing so is a minimal processor. Of course a processor may - handle any higher-level prmitive (that has a decomposition implementation) + handle any higher-level primitive (that has a decomposition implementation) for more direct data access or performance reasons, too. The main part of a processBasePrimitive2D implementation is a switch..case -- cgit