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author | antirez <antirez@gmail.com> | 2018-09-13 08:08:56 +0200 |
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committer | antirez <antirez@gmail.com> | 2018-09-13 08:08:56 +0200 |
commit | 02817d8b3daf2daf4b7d6a77853c62b31a9b4d5e (patch) | |
tree | 1bff451f9a73a56049e67484a3c6af429955a0c0 /src/lolwut.c | |
parent | 4dc37c240e6c924c0e492e0ca5f3fd90f9b68fef (diff) | |
parent | b278d352c5d2565aa15c85ba1c4adfa3760bdd63 (diff) | |
download | redis-02817d8b3daf2daf4b7d6a77853c62b31a9b4d5e.tar.gz |
Merge branch 'unstable' of github.com:/antirez/redis into unstable
Diffstat (limited to 'src/lolwut.c')
-rw-r--r-- | src/lolwut.c | 2 |
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 |