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Searched refs:sliceNumberPerEdge (Results 1 – 1 of 1) sorted by relevance

/frameworks/base/libs/hwui/
DSpotShadow.cpp1417 int sliceNumberPerEdge = (totalRayNum > FINE_TESSELLATED_POLYGON_RAY_NUMBER) ? 1 : 2; in generateTriangleStrip() local
1420 int slicedVertexCountPerPolygon = totalRayNum * sliceNumberPerEdge; in generateTriangleStrip()
1431 uint16_t slicedUmbraVertexIndex[totalRayNum * sliceNumberPerEdge]; in generateTriangleStrip()
1433 int rayNumberPerSlicedUmbra[totalRayNum * sliceNumberPerEdge]; in generateTriangleStrip()
1442 for (int weight = 0; weight < sliceNumberPerEdge; weight++) { in generateTriangleStrip()
1443 const Vector2& slicedPenumbra = (currentPenumbra * (sliceNumberPerEdge - weight) in generateTriangleStrip()
1444 + nextPenumbra * weight) / sliceNumberPerEdge; in generateTriangleStrip()
1446 const Vector2& slicedUmbra = (currentUmbra * (sliceNumberPerEdge - weight) in generateTriangleStrip()
1447 + nextUmbra * weight) / sliceNumberPerEdge; in generateTriangleStrip()