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-rw-r--r--pango2/pango-matrix.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/pango2/pango-matrix.c b/pango2/pango-matrix.c
index 9381ffcd..99766cb1 100644
--- a/pango2/pango-matrix.c
+++ b/pango2/pango-matrix.c
@@ -372,7 +372,7 @@ pango2_matrix_transform_point (const Pango2Matrix *matrix,
/**
* pango2_matrix_transform_rectangle:
* @matrix: (nullable): a `Pango2Matrix`
- * @rect: (inout) (optional): in/out bounding box in Pango2 units
+ * @rect: (inout) (optional): in/out bounding box in Pango units
*
* First transforms @rect using @matrix, then calculates the bounding box
* of the transformed rectangle.
@@ -384,13 +384,13 @@ pango2_matrix_transform_point (const Pango2Matrix *matrix,
* If you have a rectangle in device units (pixels), use
* [method@Pango2.Matrix.transform_pixel_rectangle].
*
- * If you have the rectangle in Pango2 units and want to convert to
+ * If you have the rectangle in Pango units and want to convert to
* transformed pixel bounding box, it is more accurate to transform it first
* (using this function) and pass the result to pango2_extents_to_pixels(),
* first argument, for an inclusive rounded rectangle.
* However, there are valid reasons that you may want to convert
* to pixels first and then transform, for example when the transformed
- * coordinates may overflow in Pango2 units (large matrix translation for
+ * coordinates may overflow in Pango units (large matrix translation for
* example).
*/
void
@@ -460,7 +460,7 @@ pango2_matrix_transform_rectangle (const Pango2Matrix *matrix,
* should be and how much you should shift the layout when rendering.
*
* For better accuracy, you should use [method@Pango2.Matrix.transform_rectangle]
- * on original rectangle in Pango2 units and convert to pixels afterward
+ * on original rectangle in Pango units and convert to pixels afterward
* using [func@extents_to_pixels]'s first argument.
*/
void