diff options
Diffstat (limited to 'libs/hwui/SpotShadow.cpp')
-rw-r--r-- | libs/hwui/SpotShadow.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/libs/hwui/SpotShadow.cpp b/libs/hwui/SpotShadow.cpp index 54039c017f53..4e52555feff3 100644 --- a/libs/hwui/SpotShadow.cpp +++ b/libs/hwui/SpotShadow.cpp @@ -35,7 +35,7 @@ static const double EPSILON = 1e-7; * Calculate the angle between and x and a y coordinate. * The atan2 range from -PI to PI. */ -float angle(const Vector2& point, const Vector2& center) { +static float angle(const Vector2& point, const Vector2& center) { return atan2(point.y - center.y, point.x - center.x); } @@ -51,7 +51,7 @@ float angle(const Vector2& point, const Vector2& center) { * @param p2 The second point defining the line segment * @return The distance along the ray if it intersects with the line segment, negative if otherwise */ -float rayIntersectPoints(const Vector2& rayOrigin, float dx, float dy, +static float rayIntersectPoints(const Vector2& rayOrigin, float dx, float dy, const Vector2& p1, const Vector2& p2) { // The math below is derived from solving this formula, basically the // intersection point should stay on both the ray and the edge of (p1, p2). @@ -550,12 +550,12 @@ void SpotShadow::computeSpotShadow(const Vector3* lightPoly, int lightPolyLength for (int i = 0; i < polyLength; i++) { if (poly[i].z <= 0.00001) { inputPolyPositionValid = false; - ALOGE("polygon below the surface"); + ALOGW("polygon below the surface"); break; } if (poly[i].z >= lightPoly[0].z) { inputPolyPositionValid = false; - ALOGE("polygon above the light"); + ALOGW("polygon above the light"); break; } } |