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author | Chris Craik <ccraik@google.com> | 2012-09-04 16:56:16 -0700 |
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committer | Android (Google) Code Review <android-gerrit@google.com> | 2012-09-04 16:56:16 -0700 |
commit | d84aaa23a53b57834b0722ad36c460833dc4823c (patch) | |
tree | 8e49bb44218800edd1d7645828ba1cb4d60b83d6 | |
parent | c83f982804e39b957fbef5bc3ecab163e03b216e (diff) | |
parent | 8f5ad7657b6c7cdb8927d7da5140602b68b450ac (diff) | |
download | frameworks_base-d84aaa23a53b57834b0722ad36c460833dc4823c.zip frameworks_base-d84aaa23a53b57834b0722ad36c460833dc4823c.tar.gz frameworks_base-d84aaa23a53b57834b0722ad36c460833dc4823c.tar.bz2 |
Merge "Fix line drawing path to use proportional distance from center" into jb-mr1-dev
-rw-r--r-- | libs/hwui/OpenGLRenderer.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp index 2f43be8..7abcc63 100644 --- a/libs/hwui/OpenGLRenderer.cpp +++ b/libs/hwui/OpenGLRenderer.cpp @@ -1933,7 +1933,7 @@ status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { // This value is used in the fragment shader to determine how to fill fragments. // We will need to calculate the actual width proportion on each segment for // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. - float boundaryWidthProportion = 1 / (2 * halfStrokeWidth); + float boundaryWidthProportion = .5 - 1 / (2 * halfStrokeWidth); setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion, widthSlot, lengthSlot); } @@ -1997,9 +1997,9 @@ status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { abVector.x *= inverseScaleX; abVector.y *= inverseScaleY; float abLength = abVector.length(); - boundaryLengthProportion = abLength / (length + abLength); + boundaryLengthProportion = .5 - abLength / (length + abLength); } else { - boundaryLengthProportion = .5 / (length + 1); + boundaryLengthProportion = .5 - .5 / (length + 1); } abVector /= 2; |