Loading libs/hwui/OpenGLRenderer.cpp +3 −3 Original line number Diff line number Diff line Loading @@ -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); } Loading Loading @@ -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; Loading Loading
libs/hwui/OpenGLRenderer.cpp +3 −3 Original line number Diff line number Diff line Loading @@ -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); } Loading Loading @@ -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; Loading