5 Commits

Author SHA1 Message Date
ztenghui
50ecf849cb Create one hole inside the umbra area to avoid overdraw.
bug:13439450

Change-Id: I859575196bd5a3029f447883025a6ec3a1f1face
2014-03-17 10:10:02 -07:00
Chris Craik
726118b352 Improve shadow tessellation performance
- Tune and simplify shadow parameters
- Remove additional inner rings
- Improve polygon ray casting algorithm

Change-Id: If0f28b2d66ae0480b675942bb65e8fcd2864425d
2014-03-11 15:23:36 -07:00
ztenghui
63d41abb40 Use pre-computed index to draw the shadow.
Also draw the umbra part as triangle fans instead of zig zag fashion.

b/12840179

Change-Id: Iaa5d15e77351acdd71f076bd8f9bb2d4d2b92faf
2014-02-25 14:18:25 -08:00
Chris Craik
564acf7c9b Fix Clang warnings/errors
Fix several build warnings (struct != class, int != size_t) and errors
(variable leng non-POD arrays).

Change-Id: I70b4e784365514303d8954bfcb1f39d7c22c1321
2014-01-02 16:52:32 -08:00
ztenghui
55bfb4e728 Calculate and show Ambient shadow.
Basically we compute the shadow as a strip of triangles, whose alpha value
is the strength of the shadow.
We use the normal to extend the geometry.
And we use static function and try to avoid new/malloc in the computation.

Change-Id: I382286f1cad351bd5ff983f76f446c075819dcaf
2013-12-13 17:25:47 -08:00