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author | jscholler@chromium.org <jscholler@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98> | 2013-01-17 00:39:42 +0000 |
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committer | jscholler@chromium.org <jscholler@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98> | 2013-01-17 00:39:42 +0000 |
commit | e692f68f27275e4573c4cf8ec23a731dd3e33ffd (patch) | |
tree | 996a5b80696cd6a0822defff3b4c1637d618a1c9 /cc/test/render_pass_test_common.cc | |
parent | 14c0a073c3beef1eb6c72c011e8456a18d95810b (diff) | |
download | chromium_src-e692f68f27275e4573c4cf8ec23a731dd3e33ffd.zip chromium_src-e692f68f27275e4573c4cf8ec23a731dd3e33ffd.tar.gz chromium_src-e692f68f27275e4573c4cf8ec23a731dd3e33ffd.tar.bz2 |
cc: Add point-based UV coordinate on TextureLayer
Previously, the uv coordinates was using gfx::RectF as a struct.
This was limitating because it could not handle negative width
and heights. Soring them as 2 gfx::PointF for the Top-Left and
Bottom-Right points aleviate that restriction.
The current implementation of the phone UI rely on this feature.
BUG=168927
Review URL: https://chromiumcodereview.appspot.com/11783094
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@177288 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'cc/test/render_pass_test_common.cc')
-rw-r--r-- | cc/test/render_pass_test_common.cc | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/cc/test/render_pass_test_common.cc b/cc/test/render_pass_test_common.cc index fafb84b..eca8684 100644 --- a/cc/test/render_pass_test_common.cc +++ b/cc/test/render_pass_test_common.cc @@ -158,7 +158,8 @@ void TestRenderPass::AppendOneOfEveryQuadType( opaque_rect, resource1, false, - rect, + gfx::PointF(0.f, 0.f), + gfx::PointF(1.f, 1.f), vertex_opacity, false); AppendQuad(texture_quad.PassAs<DrawQuad>()); |