summaryrefslogtreecommitdiffstats
diff options
context:
space:
mode:
authorztenghui <ztenghui@google.com>2014-09-11 21:09:50 +0000
committerAndroid (Google) Code Review <android-gerrit@google.com>2014-09-11 21:09:51 +0000
commit24a95a10db926e9608c00e522293c372bf566d38 (patch)
tree19cd9b3e2654a654b620f63c802fd36937a8cbca
parentb55ccdad03a4fee0742df43aca9c76a501596df5 (diff)
parent25e5a02d1cbbaa8352be314c45f9cf3599a8f30e (diff)
downloadframeworks_base-24a95a10db926e9608c00e522293c372bf566d38.zip
frameworks_base-24a95a10db926e9608c00e522293c372bf566d38.tar.gz
frameworks_base-24a95a10db926e9608c00e522293c372bf566d38.tar.bz2
Merge "Finer tessellation can draw better looking shadows for circles." into lmp-dev
-rw-r--r--libs/hwui/TessellationCache.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/libs/hwui/TessellationCache.cpp b/libs/hwui/TessellationCache.cpp
index 9e62f36..1e38f9e 100644
--- a/libs/hwui/TessellationCache.cpp
+++ b/libs/hwui/TessellationCache.cpp
@@ -216,7 +216,7 @@ static void tessellateShadows(
// tessellate caster outline into a 2d polygon
Vector<Vertex> casterVertices2d;
- const float casterRefinementThresholdSquared = 20.0f; // TODO: experiment with this value
+ const float casterRefinementThresholdSquared = 4.0f;
PathTessellator::approximatePathOutlineVertices(*casterPerimeter,
casterRefinementThresholdSquared, casterVertices2d);
if (!ShadowTessellator::isClockwisePath(*casterPerimeter)) {