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authorantirez <antirez@gmail.com>2018-09-13 08:08:56 +0200
committerantirez <antirez@gmail.com>2018-09-13 08:08:56 +0200
commit02817d8b3daf2daf4b7d6a77853c62b31a9b4d5e (patch)
tree1bff451f9a73a56049e67484a3c6af429955a0c0 /src/lolwut.c
parent4dc37c240e6c924c0e492e0ca5f3fd90f9b68fef (diff)
parentb278d352c5d2565aa15c85ba1c4adfa3760bdd63 (diff)
downloadredis-02817d8b3daf2daf4b7d6a77853c62b31a9b4d5e.tar.gz
Merge branch 'unstable' of github.com:/antirez/redis into unstable
Diffstat (limited to 'src/lolwut.c')
-rw-r--r--src/lolwut.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/lolwut.c b/src/lolwut.c
index e0fbc864f..f49009c17 100644
--- a/src/lolwut.c
+++ b/src/lolwut.c
@@ -138,7 +138,7 @@ void lwDrawLine(lwCanvas *canvas, int x1, int y1, int x2, int y2, int color) {
* points of the square. In order to rotate the square, we just start with
* k = PI/4 + rotation_angle, and we are done.
*
- * Of course the vanilla equations above will descrive the square inside a
+ * Of course the vanilla equations above will describe the square inside a
* circle of radius 1, so in order to draw larger squares we'll have to
* multiply the obtained coordinates, and then translate them. However this
* is much simpler than implementing the abstract concept of 2D shape and then