Fix typos

Change-Id: Ib2c8055cc3caae5bab476609f8097046f1981f11
Reviewed-on: https://gerrit.libreoffice.org/c/core/+/149536
Tested-by: Julien Nabet <serval2412@yahoo.fr>
Reviewed-by: Julien Nabet <serval2412@yahoo.fr>
diff --git a/drawinglayer/source/processor2d/vclpixelprocessor2d.cxx b/drawinglayer/source/processor2d/vclpixelprocessor2d.cxx
index 0f77b4e..d6da12a 100644
--- a/drawinglayer/source/processor2d/vclpixelprocessor2d.cxx
+++ b/drawinglayer/source/processor2d/vclpixelprocessor2d.cxx
@@ -1003,7 +1003,7 @@ void VclPixelProcessor2D::processFillGradientPrimitive2D(
        if (bTryDirectRender)
        {
            // MCGR: Avoid one level of primitive creation, use FillGradientPrimitive2D
            // tooling to directly create needed geoemtry & color for getting better
            // tooling to directly create needed geometry & color for getting better
            // performance (partially compensate for potentially more expensive multi
            // color gradients).
            // To handle a primitive that needs paint, either use decompose, or - when you
@@ -1012,7 +1012,7 @@ void VclPixelProcessor2D::processFillGradientPrimitive2D(
            // since primitives by definition are self-contained what means they have all
            // needed data locally available to do so.
            // The question is the complexity to invest - the implemented decompose
            // is always a good hint what is neeed to do this. In this case I decided
            // is always a good hint of what is needed to do this. In this case I decided
            // to add some tooling methods to the primitive itself to support this. These
            // are used in decompose and can be used - as here now - for direct handling,
            // too. This is always a possibility in primitive handling - you can, but do not