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author ztenghui <ztenghui@google.com> 2014-09-11 09:57:19 -0700
committer ztenghui <ztenghui@google.com> 2014-09-11 10:10:25 -0700
commit25e5a02d1cbbaa8352be314c45f9cf3599a8f30e (patch)
tree86b34690d2197b1473c648b2c0acf6876ec83191 /libs/hwui/TessellationCache.cpp
parentc96e3927657558f0d01626c252cf480624749120 (diff)
Finer tessellation can draw better looking shadows for circles.
b/14976551 Change-Id: I4b9e320b025dbee37cd1893881ddbaad62e3a6e2
Diffstat (limited to 'libs/hwui/TessellationCache.cpp')
-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 9e62f364809a..1e38f9e9e615 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)) {