| Index: third_party/WebKit/Source/platform/transforms/TransformationMatrix.h
|
| diff --git a/third_party/WebKit/Source/platform/transforms/TransformationMatrix.h b/third_party/WebKit/Source/platform/transforms/TransformationMatrix.h
|
| index 20a341cfeefabe639ee97b4fadedb544b8db4184..f9ae7d853bdd323278b4909a6db8639a0afe2669 100644
|
| --- a/third_party/WebKit/Source/platform/transforms/TransformationMatrix.h
|
| +++ b/third_party/WebKit/Source/platform/transforms/TransformationMatrix.h
|
| @@ -220,7 +220,8 @@ class PLATFORM_EXPORT TransformationMatrix {
|
| FloatPoint3D mapPoint(const FloatPoint3D&) const;
|
|
|
| // Map a 2D point through the transform, returning a 2D point.
|
| - // Note that this ignores the z component, effectively projecting the point into the z=0 plane.
|
| + // Note that this ignores the z component, effectively projecting the point
|
| + // into the z=0 plane.
|
| FloatPoint mapPoint(const FloatPoint&) const;
|
|
|
| // If the matrix has 3D components, the z component of the result is
|
| @@ -367,7 +368,8 @@ class PLATFORM_EXPORT TransformationMatrix {
|
| AffineTransform toAffineTransform() const;
|
|
|
| // Flatten into a 2-D transformation (non-invertable).
|
| - // Same as gfx::Transform::FlattenTo2d(); see the docs for that function for details and discussion.
|
| + // Same as gfx::Transform::FlattenTo2d(); see the docs for that function for
|
| + // details and discussion.
|
| void flattenTo2d();
|
|
|
| bool operator==(const TransformationMatrix& m2) const {
|
|
|