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 { |