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authorenne@chromium.org <enne@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2012-11-20 04:17:54 +0000
committerenne@chromium.org <enne@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2012-11-20 04:17:54 +0000
commit2990ff51b4d9c26f815911d92fd7814bb9e80949 (patch)
treec234cb9ab8b9a1f98b79968742c6bf6bfe2b84a1 /remoting/codec
parent9c91fc2b8a286096e2914a55305aff5a8ad53c3c (diff)
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cc: Make UV coords in TileDrawQuad a full RectF
Previously, TileDrawQuad assumed that texels were 1:1 with geometry, so it only needed an offset into the texture to calculate the UVs. For impl-side painting where multiple contents scales might be in play, a given texture rect isn't going to be 1:1 with geometry rects and also will not be necessarily integer aligned. Also, some things (like edge antialiasing) still need to know the texture size so that it can do half-texel offsets, so this new texture rect needs to stay in "texel space" rather than 0-1 "uv space". R=danakj@chromium.org BUG=155209 Review URL: https://chromiumcodereview.appspot.com/11348109 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@168723 0039d316-1c4b-4281-b951-d872f2087c98
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