| Commit message (Collapse) | Author | Age | Files | Lines |
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Separate matrix passed to shadow system into two parts, one for
transforming the polygon XY points (using the actual draw matrix) and
a separate one which respects correct 4x4 3d rotations and
translations for determining Z values.
Change-Id: I7e30a84774a8709df6b2241e8f51fc5583648fe8
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Change-Id: Ia558852e8cde5d33866b22875eb501e4c6858819
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True 3d transformations are now supported by DisplayLists and the
renderer, initially with the translationZ property on view.
Renderer operations used directly by DisplayList (formerly,
clip/save/restore/saveLayer) are now more simply managed by allocating
them temporarily on the handler's allocator, which exists for a single
frame. This is much simpler than continuing to expand the pool of
pre-allocated DisplayListOps now that more operations are called
directly by DisplayList, especially with z ordered drawing.
Still TODO:
-APIs for camera positioning, shadows
-Make Z apis public, and expose through XML
-Make invalidation / input 3d aware
Change-Id: I95fe6fa03f9b6ddd34a7e0c6ec8dd9fe47c6c6eb
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See https://android-git.corp.google.com/g/156016
Bug: 5449033
Change-Id: I4c4e33bb9df3e39e11cd985e193e6fbab4635298
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Bug #3207544
Bug #3225875
Change-Id: Ibdd1dfc64e01625d5c441f39eb0aa3ee647f6ff5
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